View Full Version : Model Ventilation Fan - Daylight inspired

11-08-2009, 10:43 AM
Since i'm a huge fan of the movie DAYLIGHT (+1) with the infamous sly stallone i always wanted to have these huuuuuge ventilation fans ingame, and DasMatze inspired me to finally give it a go !
different approach this time. Releasing the model i have so far to see if there should be more different sized versions, maybe slower animation or another "darker" texture variation(?) to fit a wider set of background textures to build on.
Again sry for my mismatching mapping brushwork on the screenshot :D
Prop should be used as prop_dynamic, as it has basic rotation animation :)
Anyways, have fun !



This thread uses images in microscreenshot-format - copyrighted to eeerieone

11-08-2009, 10:48 AM
This thread uses images in microscreenshot-format - copyrighted to eeerieone hahaha, still i see the uglybar, make the screenshots max 640 wide :)

this fan is great, reasonable size, perfect fit :D

11-08-2009, 10:55 AM
IT IS 640 :o~~~~
i go change to 639 now !

edit: AHA ! it's 600px max - you can up your screenshots 100px !!!

11-08-2009, 11:04 AM

That looks cool!

The Political Gamer
11-08-2009, 11:31 AM
Void is going to cream his pants.

11-08-2009, 01:20 PM
Oh man oh god oh man oh god!

Lord Ned
11-08-2009, 04:12 PM
Gonna use this in Hydroelectric, thanks!

11-08-2009, 04:54 PM
hahaha, still i see the uglybar, make the screenshots max 640 wide :)

It can be set in your user options, I think I have mine to 1024 wide :)

On topic: Looks great, I could probably use them for Panic, but that dark skin you mentioned would fit in much better!

I haven't checked the speed of the rotation, but personally I would like the options of: 1. full power 2. idle spinning (slow but fluid) 3. off

Nice work

11-08-2009, 07:29 PM
i was thinking about doing something like this, but you beat me to the punch, and I dont mind cause this fan is AMAZING. Im gonna be throwing these babies in my map. thanks Acumen!

11-08-2009, 07:32 PM
Hooray! Great props!

11-08-2009, 07:53 PM
Is there an idle animation that doesn't rotate?

11-09-2009, 03:30 PM
actually i was also thinking along Ravidge's line. 3 animations - fast, slow and no rotation.
i was experimenting with a darker texture yesterday, but not too satisfied. think i need to see on which textures one might use the fan. i'm thinking about 3 textures, grey, beige and dark grey version :)
will report update in a couple of days !
till then, i thank you for your feedbach :)

11-09-2009, 04:07 PM
For cylindrical things like that, having a big "lip" around the edge makes it a lot easier to snug them into brushwork.

11-09-2009, 04:25 PM
this fan is really impressive. I'm gona use some on my maps. And then i shall see how it works :D Btw, Nice work acumen :)

11-10-2009, 01:49 AM
terr, how you mean that ?
i was actually imitating the sewer_grate modeling work, don't know if you mean that ?
thx, ricardojvc6 :)

11-10-2009, 03:14 AM
Cutting out a circlein brushwork is no fun. making the seams hidden by a prop are even less fun. So if you make the tube behind the fan xx units then the player can make his hole xx+8 units and then you should have the wall mounted part of the fan extending to xx+32 units or something like that so that the mapper can be rough and use as few brushes as possible when making their hole for it.

11-10-2009, 07:22 AM
I haven't seen it ingame yet, but the textures seem a little un-TF2-y to me. Are they from the game?

11-10-2009, 01:05 PM
i still don't understand, youme, sry :(
i just built it exactly the way the sewer was made and thought mappers would know how to handle it, since i've seen the sewers in quite a few maps.

Trotim, i guess you'll just have to try it out. you can still decided whether you think it fits or not :)

11-10-2009, 02:12 PM
i still don't understand, youme, sry :(

Imagine your fan is actually a sewer pipe with bars across the front. If you stick it straight into a brick wall brush, then someone looks through the bars and sees.... a brick wall inside the pipe.

So then the mapper needs to cut out a hole in the brick wall, and needs to do it so that nobody can possibly see "around" the outer rim of the pipe to see the gaps.

Having an extra-wide "lip" to the pipe/fan that widens out where it touches the surface of the wall can help disguise these joins and make it easier on the mapper.

11-11-2009, 12:40 PM
but isn't this the lip i marked on that picture, that you are talking about ?
i mean, like i said, i modeled it almost completely after the sewer model


11-11-2009, 01:53 PM
Yep. And the sewer model's lip (the amount the far-left highlighted area juts up/down) isn't as big as I wish it was :D

11-11-2009, 02:25 PM
just to ease things up for me, could you maybe be kind enough to illustrate/paint over the image to make me realize how it should be instead ?

11-14-2009, 03:13 AM

Is what I believe Terr wants you to do. Possibly even moreso. I dunno; either way you're going to be Carving a cylinder out of the wall, making a func_detail, and boxing in the area behind.

It seemed to compile and run fine, but for some reason the fan's not moving. Was there anything special I needed to set other than to make it a prop_dynamic?

11-14-2009, 12:47 PM
Set the default animation to "idle"

Leaving it blank would make it have no set animation and thus, not spin.

11-14-2009, 10:47 PM
Yep, I figured that was it. Thanks.

11-15-2009, 05:42 AM
okey, i made some updates today, 4 different skintones and 4 animations titled "idle" "fast" "slow" and "stop".
Moreover like Void and stevethepocket mentioned you have to set the Default Animation" to one of the above mentioned animations and use a prop_dynamic or else it won't spin ingame. best advice would be to use the model viewer to see the animation speeds :)
on top of that i included a sloppy hammer file, that shall illustrate how could use the fan model ingame. but i guess it's against every mapping law in the world, so bare with me. guess i'll remove the reference map in the final release :D

on top of that, i have a question to you mappers. Void asked me to do an alternative collision box that only includes the outer lip and the rotor machine inside the actual fan blades. he said that'll result in better shadow casting for him. would every other mapper need that as well ? or shall i leave the collision box as it is ? and would you want the outer lip as big as in voids example ? it's sized as the sewer_cap model now. better, Terr ?




11-15-2009, 07:16 AM
Have you done the lights yet :(
Lolz dont worry im not being mean im just really looking forward to your light and lamps pack.

11-15-2009, 09:34 AM
maybe i shall just release the ones i have so far :)

11-18-2009, 08:22 PM
on top of that, i have a question to you mappers. Void asked me to do an alternative collision box that only includes the outer lip and the rotor machine inside the actual fan blades. he said that'll result in better shadow casting for him.]
Wait, is that why the shadow was super long on my first try? I had figured it was because the light was bouncing in from an odd direction and just disabled it. I don't think there's any real reason to keep the shadow turned on anyway, since the fan is going to be mounted flush against a wall where it wouldn't cast much of one IRL.