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FPSC Classic Models and Media / Pillar Pack [6 Free Models!!!]

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anayar
15
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 2nd Jan 2011 22:30 Edited at: 3rd Jan 2011 01:02
Recently Wolf had requested some pillars and architectural elements to use in his game Relict, and these were created main thanks goes to Wolf for inspiring me to make these...

Pack contains 2 different pillar models with 6 different textures... making the total 6 DIFFERENT Pillars for you to use in your games. You may use these commercially and non-commercially and MAY redistribute these (with credit to me).

Screenies:
(Forgive the blur, postprocessing was set to 2 )











(Sorry for all the images...)

The Pillars must be positioned correctly using the Page Up and Page Down keys... for some reason the export was not centered ... If people are having too many issues please let me know and I will try to fix it.

Hope you guys can put these to good use... and Happy New Year!!!

Cheers,
Anayar


For KeithC

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lotgd
15
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Joined: 2nd Apr 2010
Location: italy
Posted: 2nd Jan 2011 22:48
great work, ty anayar



my favorite is this


bruce3371
14
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Joined: 4th Aug 2010
Location: Englishland
Posted: 2nd Jan 2011 23:23
Nice work as ever Anayar! TY for the dl!

mickeyb
19
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Joined: 1st Jan 2006
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Posted: 3rd Jan 2011 00:05
Thanks
Wheatleyy
14
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Joined: 1st Jan 2011
Location: Look to your right...
Posted: 3rd Jan 2011 00:26
nice work, once again anayar!

This Is My Signature
Leongamerz
14
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Joined: 14th Aug 2010
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Posted: 3rd Jan 2011 08:42
Wow thanks Anayar that really cool.

Hehe just cut off the long hair.Maybe small hair are suitable for me
anayar
15
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Location: Minneapolis, MN
Posted: 4th Jan 2011 03:07
Thanks everyone... Hope you all get good use out of these

Cheers,
Anayar


For KeithC
old_School
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Posted: 4th Jan 2011 04:47
Do you mind if I grab a few an retexture them and post the results in here? I really like these but I want to make them more catherdial based.
The Storyteller 01
16
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 4th Jan 2011 16:43
The Ancient themed ones are very well done

Thanks a lot for the work & sharing!

In case you find my grammar and spelling weird ---> native German speaker ^^
Mr Game
16
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Joined: 11th Feb 2009
Location: Under Your Skin
Posted: 4th Jan 2011 22:05
thanx - very nice pillars (really).

Insomnia is coming...
anayar
15
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 4th Jan 2011 22:14
Quote: "Do you mind if I grab a few an retexture them and post the results in here? I really like these but I want to make them more catherdial based."

Feel free! The more the merrier

Thanks Everyone...

Cheers,
Anayar


For KeithC
Zwarte Piet
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Posted: 4th Jan 2011 22:25
These are very nice anayar, Thank You

"I would rather make a bad model, instead of pirate a great one" MY DAD "Now let's Make some Models" me "If you don't make it don't post it"
anayar
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Location: Minneapolis, MN
Posted: 4th Jan 2011 23:08
Thanks Timmy

Cheers,
Anayar


For KeithC
old_School
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Posted: 4th Jan 2011 23:17
Having some issues with a few of the models retexture but im sure u can fix it. They all work but the last few our sucking up alot of mem to load in game. Here you go.

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anayar
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 4th Jan 2011 23:42
Well, Im not surprised since those arent really retextures... FPSC is having to wrap your (poorly sized) images around the pillar rendering the UV Map useless. No offense at all to you, since those are okay textures, but when you said RE-textures I assumed you would be using the UV Map I gave you... maybe you could consider redoing yours to fit the UV Map?? I havent got the time, but id still like the other members to be able to use your retextures so...?

Cheers,
Anayar


For KeithC
old_School
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Posted: 5th Jan 2011 00:06
Well the problems not the textures. Me and a few others reviewed it. The problems is you used a Model Generating tool that makes bad models. So its also the cause for the models not positioning correctly. A texture is just that a texture. Fragmotion wrapped the new texture around it just fine. But that tool you used, I dont recomend you use it again. Its giving you very bad results. I'd recomend using Plant life, Fragmotion or blendor for future use.

http://www.fps-creator.eu/index.php?page=Thread&threadID=183

An what litttle I was able to read from the tools site. It looked like they have had some issues with the tool allready. There was a old tool for simple model making but I dont remember its name anymore. But what you made here could probly be done with blender much better and about as easy as well. But Im not a pro modeler, so I personaly use basic tools. But ahh yeah your model has alot of small issues causeing a big issue.

scale = 715

This is also not working in the models favor. I compared the script to FPSC model pack versions and others. It seems as the scale your using when I consulted another FPSC user is extremely high which may be causing a mem useage to be extremely high. But Like I said, I dont know for sure. This what other FPSC modelers told me on chat when I asked them to take a look at why its using so much memory.
anayar
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Location: Minneapolis, MN
Posted: 5th Jan 2011 00:36
Well thanks for the input... I will take it into consideration. The pillars take up so much mem. because they are unnecessarily high poly... I dont know how I let it go, but I forgot to check polygon count for these before I textured and exported, resulting in high poly pillars. There are no "many" small issues, there is just the BIG issue that they are high poly. I dont have much time today, but maybe later in the week ill sit donw and re-do these to be lower poly... sound good?

And the scale of the model for such simple ones as pillars dont make a minute difference in mem. use. It would only really affect it if it was dynamic or was a character. I used Q.I.M for the simple reason that it has a preview button built in, which I can use to see how large the models are. I will not be using it again

Quote: "A texture is just that a texture."

I disagree. If you had used the models UV Map when re-texturing it, I am pretty sure it would have looked better AND loaded faster. And secondly, you could be a bit more kind in the way you tell someone what they are doing is wrong. Even though what you said may be true, there is a much nicer way to get the same message across. Nuff' Said.

Cheers,
Anayar


For KeithC
old_School
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Posted: 5th Jan 2011 00:40 Edited at: 5th Jan 2011 00:45
Applogies, the modeler i consulted i did not know they were mentaly un-stable. So the information they passed along to me im not sure how true it is. Sorry started hearing stories about how they shot someone or something then I had to stop listening to the person lol Ahh anyway ok high poly makes sense to me.
BlackFox
FPSC Master
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 5th Jan 2011 01:02
Nice work Anayar. These worked out perfectly for us, and we even re-textured a couple to fit right into one of our developments with no issues. Don't know what the lesson in "what program to use" was all about, but we have never had problems with your work.

Keep it up!!

- BlackFox

RPG Mod- Create a world full of adventure
Zwarte Piet
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Posted: 5th Jan 2011 01:03
I'm the unstable modeler...HaHaa

"I would rather make a bad model, instead of pirate a great one" MY DAD "Now let's Make some Models" me "If you don't make it don't post it"
anayar
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Location: Minneapolis, MN
Posted: 5th Jan 2011 01:07 Edited at: 5th Jan 2011 02:05
Thank you BlackFox... Means a lot! Wish you the best of luck with your project

You are definitely not unstable ZP... youre models are some of the best Ive ever seen. Keep it up!

Cheers,
Anayar


For KeithC
Woolfman
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Location: Cave
Posted: 5th Jan 2011 03:22 Edited at: 5th Jan 2011 19:59
Interesting. Well it seems that you have a lot of extra polys that are not even being seen. I loaded up your pillar2.x and there are around 289 edges in the center that are not needed. It's a nice model but it could have been make with a lot less. Never the less I'll make a texture for it too because I like the style of it.

Keep making more models it has a neat style and a pretty good UV map and remember to lower that poly count.

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Woolfman
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Location: Cave
Posted: 5th Jan 2011 05:31 Edited at: 5th Jan 2011 05:35
Well I made 2 outdoor versions for it. After editing the model found there was a lot more things a miss with it then at first glance so I left it as is.(You have a lot of over lapping verts. That would make the texture look odd in places because the UV map is over lapping too.



The 2 textures are the Maps baked into one which needs to be dropped into the PillarPack Folder in the entitybank(pillar2a).
The next one uses Bond1's Entity Shader. So just grab the Folder Named PillarPack and drop into the texturebank folder.(pillar2b)

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anayar
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Location: Minneapolis, MN
Posted: 6th Jan 2011 01:39
Those are some really cool retextures Wolfman! Would work perfectly in an abandoned outdoor scene

Yeah, I just loaded the models up in Milkshape and was blown away by the amount of unnecessary edges and polies. I dont have much time right now, but when I get a good chunk, ill sit down and see if I can fix these. Worst comes to worst Ill just re-make em'. Thanks for taking the time to review these

Cheers,
Anayar

P.S: I didnt know just how much Bond1's shader really made models look GREAT till I saw this picture (comparing w/o and with)


For KeithC
Woolfman
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Posted: 6th Jan 2011 07:40 Edited at: 6th Jan 2011 07:40
Yeah no problem Anayar. I like to see when people make their own stuff and have a bit of style to it. I would suggest to just make a new model. Learn from this one and make a better one for the next.

Well good luck and now back to the Cave.
anayar
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Location: Minneapolis, MN
Posted: 7th Jan 2011 02:05
Thanks for the advice and great retextures Woolfman !

Cheers,
Anayar


For KeithC
vortech
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Location: Finland
Posted: 7th Jan 2011 19:36
There is little problem in bottom of your cylinder pillars. It's not in its place.

Best texture of the Month.
Yay.
anayar
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Location: Minneapolis, MN
Posted: 7th Jan 2011 22:11
Quote: "There is little problem in bottom of your cylinder pillars. It's not in its place."


Nope, thats supposed to be a thing thats tied around the bottom and top of pillar (hence the different texture)... not supposed to be part of the pillar, but thanks anyways vortech

P.S: havent seen you in a while? Where ya been?

Cheers,
Anayar


For KeithC

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