Another modeling request


(Avoc) #1

OK, I posted a few days ago about some scientist model, and it was impossible to find, so anyway forget that.

I am wondering if anyone could be able to make a very simple constructioncrate model. Not the original one found in ET, I’m thinking of a crate more along the lines of the crates in Baserace.
I was thinking of using the baserace crates, but since I have no idea who actually made baserace (just know there are a lot of edits) I have no idea who to ask.


(Cambodunum) #2

http://www.splashdamage.com/forums/member.php?u=1049

http://battlefield.planetwolfenstein.gamespy.com/baseraceguide/

good luck … reason (part of a message 01/2008):

Yeah I’m alive, but not mapping at the moment. I moved a while back and that derailed me for a while, in the mean time I’ve been swept into other games. I’m sure I’ll get back to mapping, probably sooner than later.

greetz Cambo


(RayBan) #3

i am using some crates in a baserace style map, ive changed their look over the development,
but i finally decided on a group of 3 crates with some planks on top… as in,

you can use those if you want, they are skinnable with no default textures on them, so they can
look like anything you want… allied flag/axis flag on the ends… ect…

or i might be able to whip up some new ones since its a simple model… just let me know.

im using this style, since i have an animated tool set that appears when constrcution starts.


(Avoc) #4

That sounds good Ray =)

Perhaps if I explain what the crates are going to be used for, you would get a better idea of what I need.
The map I’m working on is an axis attack map, with the axis having to escort a tank from point A to point C.
at point b there is a hole in the ground, but no construction crates which the axis can use to build the bridge.
The axis spawn near the material crates which they need to steal and bring to the hole (something that sounds a bit like a reverse baserace) before the construction can begin.
So I need the Material crates to be big (about the size of the baserace crate).
As for the construction crates, I was actually thinking of just using regular brushes with the box texture, but I see that those boxes you have look quite good. I’d like to use them if possible.

So anyway, if you are able to make a simple, large crate that looks a bit like the baserace crate, then I would be very grateful. If not, I’ll try contacting Triscuit.


(Avoc) #5

Rayban, dont worry about it, Sage and me were able to make our own crate model and texture it. we’ll prolly show it here later.

I do have another question though, a few months ago you showed the airplane dropping the crate with a parachute. My question is, are we able to change the crate itself? So that we use the parachute model, but use our own box/crate instead of the one you used?
I would suspect that we need to add a tag to our own model then?

Would it be possible to perhaps use a normal brush for the crate, but still use the parachute in conjunction with the brush?


(RayBan) #6

you just need a tag_chute in your crate model ( i think thats what i called it… ) but really any
tag name should do, since your attaching the chute to it.

in blender, you would add an empty in the top down view and name that tag_whatever and
place that on your crate somewhere you think would look good for a chute to support.

if you want, you can send me the crate and i can add the tag.


(Avoc) #7

It is Sage who has the model file, I only got the .md3’s.

That being said, do you think it would be possible to make a simple crate that falls from the skies, and upon contact with earth, the four sides of the crate fall to each side, revealing the contents?
I would suspect that you would need to add animation to the crate (just like you add animation to the chute), but this would be possible to work around if you were able to just use a brush textured as a crate instead of a model of a crate, and then just use splines to animate the four sides falling apart.


(Avoc) #8

Oh, here is a picture of the crates. Modeled by Sage, textured by me:


(-SSF-Sage) #9

I don’t see it. I wanna see what kind of texture you did for it. :slight_smile: I didn’t see it even when I quoted you and opened the link.

I could add the tag if I knew how to do it in blender. I can’t animate either. I need to learn both before I can finish my T-34 tank tho.


(Avoc) #10

Damn imageshack :frowning:


(RayBan) #11

nice looking crates,
for the parachute i would add the tag dead center of them, and i would use splines instead
if path corners to move the whole thing to the ground… actually you would need to use
a dummy tag model, and that be the script mover, crate tags to it, plus the chute tags to it.

then followspines to the ground, the splines and a control point could make it look nice on
the decent, and when it gets to the ground, you would simply continue the chute animations
that drop it below the ground, hide or remove the crate, and trigger another one that
sits in its place already on the ground… a func_explosive to just blow up… some kind of crate
sound… crashing sound maybe… and then reveal what was inside…

im doing things out of order… but you get the gist of it i think… it would actually be some
simple scrpting to handle it all.


(-SSF-Sage) #12

I can handle everything else than adding tags straightly to an existing model in blender, and make animations for it. Can you point me to right direction with making tags in blender, please? I haven’t succeed searching for a tutorial, how to make tags in blender. Not needed for this project tho, but I need to learn how to do it… I can handle the dummy tags and scripting etc.

Ps. Now I see the pic, altho I have the texture already. :smiley: A bit too late.


(RayBan) #13

to add a tag in blender, you use the topdown view ( numpad 7 ) and hit space->add->empty

under the object window ( the icon with the 3 arrows at top ) in the panel Object and Links
change the name in the text area OB: to your tags name, ie. tag_chute

or whatever tag name you want.

adding the empty in the topdown view should orient it proper so its facing the
front view of the md3. any empty named with tag_ should export it as a tag.


(-SSF-Sage) #14

Rayban, thank you very much again! I’m fairly new with blender but I’ve got quite comfortable modelling with it. Altho uv’s are always a hassle.