Telenode (1)

Models and textures for players, weapons and buildables.
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kharnov
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Telenode (1)

Post by kharnov »

We are looking for somebody to model the telenode concept that Stannum made. It is the spawning structure utilized by the human team. Players materialize on the pad, and there is a brief cooldown before the telenode can be used to spawn again. A telenode will continue to function even after the reactor goes down, the only human structure to possess this capability. It's not particularly sturdy, but will withstand a few attacks while base defenses or other humans pick off the aliens.

If this model interests you, have at it! Textures will need to be 1024 squared for diffuse, and will also require normal and specular maps. A gloss map is optional. The target poly range is between 5-7k tris, but you can overshoot or undershoot this where appropriate. It does not need to be animated, but a particle effect is instead used to signify its operation. You can make one for the telenode if you are interested, but this is not a requirement.

This is the telenode between uses:

Image

This is the telenode in use:

Image

Gregorein
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Telenode (2)

Post by Gregorein »

Hey!

node 2.jpg

[/url]

node 2.jpg

[/url]

Now with Glowing Parts™
(I'll make the rim of can wider)

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node 3.jpg
Gregorein
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Re: Telenode

Post by Gregorein »

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gavlig
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Re: Telenode

Post by gavlig »

hey! looks nice! Any more details in geometry planned?

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chris
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Re: Telenode

Post by chris »

Looks good !
@gavlig I think that's just his blockout.

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Viech
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Re: Telenode

Post by Viech »

I like it!

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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kharnov
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Re: Telenode

Post by kharnov »

Very good!

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Stannum
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Re: Telenode

Post by Stannum »

Gregorein
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Re: Telenode

Post by Gregorein »

Gregorein
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Re: Telenode

Post by Gregorein »

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