Discussion in 'Models & Textures' started by jpr, Aug 21, 2009.
Intel point base door (or just a door)
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couldn't you make this easily with brushes?
EDIT: What is this for also? If it's for the intel to raise up after you're capped a point or something, I already have made this for facade.
Yes, it's much easier with brushes.
It would be less efficient as brush work.
out of curiosity, why would this be less efficient with brushwork?
I could make a door with brushes, but what about the hologram part?
EDIT: Well actually I don't think that is needed, so nevermind this
Models cost less to resources due to how they are cached in the memory. A combination of vertex lighting and a mesh-frame-structure (to a lack of better words) also contribute to better performances and lower memory cost.
Model doors also simply look nicer. Bomb pit doors, water entrance/exit for cp/ctf_well, start up gates are all dynamic props parented to invisible doors.
Grazr has a good point--and there's a lot of times here when people say 'just make it with brushes', when a model would be a lot nicer. And he's right about performance too.
But when you say you want a hologram, do you mean the whole hologram, or the circular node that you have illustrated in your image? Because I can't tell if that's what you want, or the hologram itself.
And another question I have is...does the door rest on the ground or is it upright? The use of a hologram tells me the door would be in/on the ground, with the holo being projected upwards.
If anyone does make this, ignore what he said about 2 skins and give it 3.
/me stabs valve for not having a neutral skin on the midcap model.
Rexy: I don't think you should make the hologram part part of the door. I'm sure that when the point is capped, the door opens, and if the hologram was part of the door, it would open along with the door and just look awkward.
I'm pretty sure this if for snowdrift for the pedestal to come out of when a point is capped, so Jonah would just want the door? The hologram itself would be placed on the circular part and be turned off (??) when the point is capped...
Also, yes, neutral skins are amazing.
The actual hologram doesn't need to be a part of the model... Door will be on the ground.
Well that's why I was asking, I wanted to know if the door was going to be on the floor or the wall...and having a hologram on the door is cool, but not practical. Just a few questions I have listed above.
Edit: thanks Jonah
Sorry for the double post:
Shmitz's intel point model is 96 x 96 units...do you still want the model to span 128 units or 96? I can do both as well, wouldn't take much modification. But if there's one in particular you want, let me know.
I don't think I need a 128 unit version, but you can do it if you want of course.
Here's what I'm using it for:
(Don't mind the buggy intel point)
Ok, so do you want a circular door, or a square door? Now I'm confused.
If you want the circular door, send me those brushes there in the picture so I can build a model to custom fit that exact world geometry.
It doesn't really matter is it circular or not, do as you feel best.
anyway, the brushes:
Some in progress screens:
I'm making the doors so that you can use them for your cap area (at 96 units), and then I'm making 128 unit doors that will act like gates to separate areas, such as on maps like cp_well. There will be some good team and neutral skins, as well as area specific ones (Gate A, B, C).
WIP 3 with some textures worked.
Download link! Please update first post with download link.
*4 door models
*Door A (at units 96 and 128) with 3 skins (red, blu, neutral)
*Door B (at units 96 and 128) with 6 skins (neutral, and A through E)
Remember to only pakrat those textures in use to reduce filesize.
Separate names with a comma.