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Exist
02-14-2010, 08:06 AM
you know those lamps...the nice ones...


It's finished!

Mega thanks to Haas for being a sport and texturing it!

Downlink is now finished mdl

gamemaster1996
02-14-2010, 08:12 AM
Well i can't help at-all at the moment but i can tell you your street lamp does look nice.

Haas
02-14-2010, 11:08 AM
Hey,
I did it :)
http://web12.twitpic.com/img/65893855-7898485d2fa19a5662cc92bac26860f9.4b782b0e-scaled.png
http://twitpic.com/138c0v
Download:
http://www.mediafire.com/?qy4jfmbjejm
I had some problems with your normals, normally you flip them outside, but they got flipped inside, so I flipped them inside...
UV map isn't the best looking one(updated looks pretty good), and I didn't check the scale in source.
In the download all the source files are there except the compile.bat since my account info was in there.
Bat file:
@"C:\Steam\steamapps\YOURACCOUNT\sourcesdk\bin\ep1\b in\studiomdl.exe" -game "C:\Steam\steamapps\YOURACCOUNT\team fortress 2\tf" lamp_001.qc
pause
When you have these files set-up it is pretty easy to compile models.
Edit updated the uv map removed some edges.

Exist
02-14-2010, 11:24 AM
whoa, It's good, but so small in source...not even 1 unit >.>

Acumen
02-14-2010, 12:17 PM
cool stuff, Haas and Exist :)

maybe next time don't promote you "don't care of seeing it finished".
i don't know, kinda made a weird impression when i read that. i mean why release anything, if you don't care at all, in the first place. good you edited that out now :)

Haas
02-14-2010, 01:07 PM
whoa, It's good, but so small in source...not even 1 unit >.>
Yeah it happens :P
You can just scale it up in blender and export it again. You don't need to update the UV map.
You also need to do this with the psy model
I btw learned this all from this tutorial:
http://www.dvondrake.com/tutorials/modeling-for-source-in-blender