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AWP (like in countersrike) WIP thread
Posted: Thu Sep 16, 2004 4:56 pm
by argrn
Posted: Thu Sep 16, 2004 5:06 pm
by [FnI] Xkal
not bad smooth the scope and add a little detail with a nice skin, then ding ding we have a winner
Posted: Fri Sep 17, 2004 4:44 pm
by Katarn
the stock is much too boxy, i think the scope ends should intrude a little, other than that, nice job
Posted: Fri Sep 17, 2004 4:51 pm
by NoZTeK
how do you make those kinds of renders
Posted: Fri Sep 17, 2004 4:52 pm
by Katarn
They are called clay renders. All you have to do is set a skylight above your model, then click the cast shadows box, so it is checked, render, and you're done
Posted: Fri Sep 17, 2004 5:34 pm
by NoZTeK
yes i only know how to do them on brazil r/s..
Posted: Fri Sep 17, 2004 7:00 pm
by maca_ยง
Once again, nice models argrn.
Posted: Sat Sep 18, 2004 9:54 am
by argrn
Katarn wrote:the stock is much too boxy, i think the scope ends should intrude a little, other than that, nice job
the stock is like that
Posted: Sat Sep 18, 2004 10:53 pm
by zero_cool
great now where just gonna have halo awp whores, thanks, jk

thats nice, i spent hours looking for a bsp decompiler, and couldnt find one, i wanted to convert sumthin like de_dust to halo, if we could convert the bsp to a 3ds readable format then we could do it, and you know how amazing that would be, play cs levels on the halo engine? anyways, im done now, gg
Posted: Sun Sep 19, 2004 5:22 am
by Darkstorm995
Even if you could its illegal to use an other model for a different game unless you made the model your self
Posted: Sun Sep 19, 2004 9:25 am
by rabiv88
Great model

Do you happen to have a skin for it that you can upload
Posted: Sun Sep 19, 2004 9:42 am
by Danke
zero_cool wrote:great now where just gonna have halo awp whores, thanks, jk

thats nice, i spent hours looking for a bsp decompiler, and couldnt find one, i wanted to convert sumthin like de_dust to halo, if we could convert the bsp to a 3ds readable format then we could do it, and you know how amazing that would be, play cs levels on the halo engine? anyways, im done now, gg
That'd be impossible. There are bsp decompilers like Winbsp, but that won't get it to the 3dsmax level. But Quake2 (and everything built on the source) uses seperate blocks for things. Basically it can't have open edges because it doesn't use faces that way. Everything's built using prisms. The best thing you can do to convert these is to do it by hand.
The best games for converting are the ones that use the same bsp system, like Red Faction, all the UT games (to my knowledge), and a few others. Except I think the UT games are a little different and what should be scenery is part of the bsp making the polycount way higher.
Posted: Sat Sep 25, 2004 11:21 am
by !RAZOR!
nice model man gj!!

Posted: Sun Sep 26, 2004 12:56 pm
by FReAK
razor u have said teh same thing [nice model man!! gj!!

] in about 5 threads now... y?
Posted: Sun Sep 26, 2004 5:40 pm
by venomai
Awesome model, as usual. Needs a trigger, though.. (you seem to leave that for last

)
All you have to do is set a skylight above your model, then click the cast shadows box, so it is checked, render, and you're done
sweet! I've been wanting to know this for ages! Tyvm
Oh, and how'd you create the rounded handle thing? With splines, or just boxin'?