665cb8bbe5e95

665cb8bbe6b16
2 Guests are here.
 

Topic: SS2 Random Models Read 12110 times  

665cb8bbe709dIceNine

665cb8bbe7110
Tags: °SS2 °resource
'Lo !

Thought I'd start posting some models as I complete them. No particular theme or schema to them, and thusly the topic name.

First off, a squeezetube. Built in response to a forum post on TTLG.

From the readme -

A SqueezeTube

A basic toothpaste-type tube in three poses - Full, used, and rolled up.
Handy for industrial sealants, lubricants, snack products and of course toothpaste.
Comes with a basic toothpaste texture applied.
Includes a hires base features texture for easy customization.


Triangles - 146
Texture - 64x x 128y, 8 bit, pallette 0 transparency(r255,g0,b255)
Cap is on material SquezeTCap, so on-the-fly transparency adjustments can be made if no cap is desired.

Free for use in non-profit endeavours.
Credit would be appreciated, but is not mandatory for this model.
« Last Edit: 09. May 2011, 10:41:35 by Kolya »

665cb8bbe7378IceNine

Re: Random Models
665cb8bbe73d8
From the readme -

An Electric ToothBrush

An electric toothbrush, in three pieces - Full with base, the hand unit alone, and the base alone. Both full and base are oriented vertically, while the hand unit is oriented horizontally ( falls more naturally ). Both bottom and back of the base are flat so it looks correct either sitting on something of flushmounted on the wall.
Comes with a basic texture applied. It's quick and functional, but far from an optimal bitmap.
Includes a wireframe uv mapping texture so it can be re-textured to suit.


Triangles - full 224, hand unit only 168, base only 56
Texture - 256x x 256y, 8 bit, pallette 0 transparency(r255,g0,b255)

Free for use in non-profit endeavours.
Credit would be appreciated, but is not mandatory for this model.
IceNine

665cb8bbe74d9kidmystik101

Re: Random Models
665cb8bbe7528
im liking it, im liking it :thumb:

665cb8bbe76bbIceNine

Re: Random Models
665cb8bbe770b
Thanks. :-)

From the readme -
Spike Furniture

A set of science fantasy furniture.
From both a request on the TTLG forums for furniture, and old 1960s science fantasy.
Includes a chair with and without arms ( identical otherwise ), a footstool, an end table and coffee table ( both with glass tops ).
Comes with basic texture applied. Was going for cheap simu-leather and chrome hardware. Neither worked, but I got tired of it after blowing four days on it and watching it turn to mush when I finalized it everytime.


Triangles -
Chair           - 584
Chair w/ Arms   - 786
FootStool      - 314
Coffee Table   - 360
End Table      - 292

Textures - 2 256x x 256y, 8 bit, no transparency
Textures are shared across all models, with tableglass on one and everything else on the other.

Free for use in non-profit endeavours.
Credit would be appreciated, but is not mandatory for use of these models.
IceNine

** EDIT **
Just re-installed Shocked and tested these models.
Seems this furniture is all on it's side with weird bounding boxes, will re-upload once complete.
** EDIT 2 **
Models re-oriented and re-centered. New zip uploaded April 07, 2006, 04:01:02 AM ( board time )
« Last Edit: 07. April 2006, 02:53:50 by IceNine »

665cb8bbe788eIceNine

Re: Random Models
665cb8bbe78e0
Some small pipe bits.

From the readme -

Various 2 inch pipe bits

Consists of..
1 foot length
2 foot length
4 foot length
8 foot length
A 90 degree bend
A T intersection
A Joint
A wall anchor
A ceiling anchor ( pipe hangar )
All parts share a single texture.

Includes a basic crappy texture, and a wireframe uv texture so they can be re-textured to suit.

Triangles -
straight pipes - 32
90 degree bend - 80
T intersection - 66
Joint - 80
wall anchor - 64
ceiling anchor - 76

Texture - 256x x 256y, 8 bit PCX, pallette 0 transparency(Not used)

Free for use in non-profit endeavours.
Credit would be appreciated, but is not mandatory for this model.
IceNine

665cb8bbe79eckidmystik101

Re: Random Models
665cb8bbe7a48
ooooh, pipehs.....nice

but are they supposed to look plastic?
Re: Random Models
665cb8bbe7c31
Looks just like they 'real' SS2 corridor pipes to me...were they shinier?
Anyway, that's just a question of making up a decent texture.

665cb8bbe7d14IceNine

Re: Random Models
665cb8bbe7d6d
I was going for an imperfect pipe look, more like thickly painted cold rolled pipes, not perfectly flat. Could be plastic though as well.
I'm not great at skinning, so it takes forever just to get something 'ok' enough for the models to wear. Unless of course there's a specific thing I'm going for, or that the model requires to make it, in which case I get all crazy on it.
« Last Edit: 22. April 2006, 19:06:17 by IceNine »

665cb8bbe7e75IceNine

Re: Random Models
665cb8bbe7eca
A HoloProjector

A holo-Projector

A desktop holo projector, in off and on models.
Off- slightly glowing screen
On - brightly glowing screen and projection dome

Both share a single texture.
Includes a basic crappy texture, and a wireframe uv texture so they can be re-textured to suit.

Triangles - 140
Texture - 128x x 128y, 8 bit PCX, pallette 0 transparency(Not used)

Free for use in non-profit endeavours.
Credit would be appreciated, but is not mandatory for use of this model.
IceNine
Re: Random Models
665cb8bbe8007
Cool, I like this projector. :) It's the first scifi-ish model.

665cb8bbe83b9IceNine

Re: Random Models
665cb8bbe840c
Thanks! And now to finally get something up that's been bugging me for too long...
A 2 foot diameter pipe family

The readme -
arious 2 foot diameter pipe bits

Originally done in response to a post on TTLG. Thread specified chrome pipes. I had more ambitious plans for it, but after blowing an insanly frustrating amount of time trying to get something resembling a half decent chrome texture I reached my limit. Here's what I managed.

Consists of..
2FTP_2   - 2 foot length
2FTP_4   - 4 foot length
2FTP_8   - 8 foot length
2FTP_45  - A 45 degree bend
2FTP_90  - A 90 degree bend
2FTP_T   - A T intersection
2FTP_J   - A Joint
2FTP_J90 - A Joint with 90 degree texture rotation
2FTP_J18 - A Joint with 180 degree texture rotation
2FTP_M   - A Dual needle inline meter
2FTP_SL  - A Simple inline lever
2FTP_DL  - A Swing-out inline lever


All parts share a base pair of texture so that they tile seamlessly, though the meter and levers also use individual textures in addition.

Includes basic texturing. Wireframe uv textures in dev/wireframes so they can be re-textured to suit.

Triangles -
straight lengths - 44 each
45 degree bend - 92
90 degree bend - 140
T intersection - 102
All three Joints - 212 each
Dual needle inline meter - 134
Simple inline lever - 170
Swing-out inline lever - 176

Textures - All 8 bit PCX, pallette 0 transparency(Not used)
   2footP_C - 64x x 64y - end cap texture
   2footP_G - 128x x 128y - Meter glass texture
   BasePipe - 256x x 32y - basic texture used for all pipes
   DLHandle - 128x x 128y - the swing-out lever texture
   DLMount  - 128x x 128y - the mounting for the swingout lever
   M_Mount  - 256x x 256y - the meter mounting, had to be big for visible text
   SLHandle - 128x x 128y - the texture for the simple lever
   SLMount  - 128x x 128y - the simple lever texture

Notes -
* _J90 and _J18 -
These are here to allow the texture to seamlessly tile after varying sections are put together, or to allow seamless turning of the pipe texture to show multiple aspects in the same area. Fixes a jarring visual seam problem when using the T intersection.
* _M -
Uses joints one and two. Joint one is the percentage of flow volume through the pipe( 0 - 100 labels ), and joint two is a general comparison of what this pipe should be flowing at ( Lo through OK to HI ). Translation distance for both meter objects is built for 1.3 units from off ( down ) positions. Level needles are selflit and hovering ( was going for holographic )
* _SL -
Basic rotating lever on joint one, spins on the face. Starts off ( down )
* _DL -
Lever swings out from the pipe section on joint one, starts on ( Up ). Designed to travel through 170 degrees due to a 5 degree ease-in rotation and 5 more ease-out so it looks right in both positions.

Free for use in non-profit endeavours.
Credit would be appreciated, but is not mandatory for use of these models.
IceNine
Re: Random Models
665cb8bbe8569
Wow! Impressive work here IceNine...  :thumb:

665cb8bbe8624IceNine

Re: Random Models
665cb8bbe8681
Thanks!
I might add a second pack to it in the future once I have more time to throw at it. Figured it was time to post this one in a functional state and move on though, too many others in the queue waiting to be worked on.

665cb8bbe872dkidmystik101

Re: Random Models
665cb8bbe8768
*dies from teh awsomeness of those levers*

w00t for good textures! and detail!

665cb8bbe88bdIceNine

Re: Random Models
665cb8bbe8916
Thanks for the compliment!

Needed to take a breather from other things, and after reading a TTLG thread on how some of the Hydro goo models were supposed to be 3d but had technical difficulties, I took a crack at an upgrade of the goo models.
Didn't want to crash ZB's goo models thread, so here's they rest.

The readme -
Code: [Select]
Goo Redux v3b
This a zip of the same three System Shock 2 goo models ZylonBane returned to 3d, rebuilt for more 3d-ness.
Goo is 321 tri, Goo3 is 282, and Goo4 is 188 ( all before BSP ), and linked to the appropriate SS2 native texture.
Includes 3ds and E files.

Changes from V3
- There was a texture crack in goo3 from BSP vertex merging. Good eye,ZB. Fixed.
- Discovered UV hole in Goo3 due to above problem. Fixed.
- Added flat Backing planes to all three models to visually seal them incase of improper facing in world
- removed now redundant double sided attribute

Usage - Drop these three files into your ( sshock2 root dir )\obj\ directory.


Enjoy!
IceNine

EDIT - Updated to V3b, as per "The Goo you never knew" thread on TTLG.
http://www.ttlg.com/forums/showthread.php?t=106953
« Last Edit: 16. June 2006, 07:43:25 by IceNine »
Re: Random Models
665cb8bbe8a53
Good work IceNine.  :thumbwink:
Here's a screenshot with the new goo.

(Updated to V3b)
« Last Edit: 16. June 2006, 18:36:56 by Kolya »

665cb8bbe8b39kidmystik101

Re: Random Models
665cb8bbe8b8c
has anyone noticed the sudden increas of really good 3d modlers who play ss2? first icenine, then funkyG...
let's just hope this trend continues :D

665cb8bbe8c6eIceNine

Re: Random Models
665cb8bbe8cca
Well, I'm less 'increase' than 'return'. I've had custom objects in my own SS2 for quite a while, but couldn't find a good skinner/2d artist to make the models shine. Now I'm putting functional skins on things and kicking them out the door, by and large. :-)
665cb8bbe8dd5
Preliminary mod version of the new goo. (Do your usual thing with the Modmanager or unzip into gamedir.)

665cb8bbe8eb5Paramon

665cb8bbe8f07
I'm trying to make some decent 256x256 textures for this... This is how it's coming out so far:

665cb8bbe9056
Organic textures are hard to do and these don't look bad, maybe a bit two dimensional. But with higher resolution the pixelated edges really begin to show. It might be a good idea to use TGAs with an alpha channel. That requires tweaking the models I think.

665cb8bbe93ebLambda 00

Re: Random Models
665cb8bbe9444
Well, I'm less 'increase' than 'return'. I've had custom objects in my own SS2 for quite a while, but couldn't find a good skinner/2d artist to make the models shine. Now I'm putting functional skins on things and kicking them out the door, by and large. :-)
Hey, I can skin things; but not much else ^^;
If you need help; send the requirements to me, and I'll do my best to fill them

Your name:
This box must be left blank:

Name the default melee weapon in System Shock:
2 Guests are here.
[offworld.png expired]
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
665cb8bbe956e