Author Topic: Ferinsul’s Models  (Read 9927 times)

Offline Lukc

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Ferinsul’s Models
« on: October 13, 2012, 08:05:33 AM »
Hi everyone,

I saw Ferinsul made a lot of 3D models of a lot of OP2’s stuff⁽¹⁾. However, the tarball he hosted on his site has become unavailable (at least from here, where the server is just not found⁽²⁾).

Does anyone still has them? I’d be very very very grateful.

Thanks,

Lukc


⁽¹⁾ http://forum.outpost2.net/index.php?showtopic=3373&hl=
⁽²⁾ I’m having problems with my ISP right now, but I doubt this is the case with that one…

Offline Fenrisul

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« Reply #1 on: November 09, 2012, 09:55:04 AM »
Quote
Hi everyone,

I saw Ferinsul made a lot of 3D models of a lot of OP2’s stuff⁽¹⁾. However, the tarball he hosted on his site has become unavailable (at least from here, where the server is just not found⁽²⁾).

Does anyone still has them? I’d be very very very grateful.

Thanks,

Lukc


⁽¹⁾ http://forum.outpost2.net/index.php?showtopic=3373&hl=
⁽²⁾ I’m having problems with my ISP right now, but I doubt this is the case with that one…
http://www.xdtech.net/op2/

http://www.xdtech.net/op2/resources/
They should all be up there; sorry if some of the links got broken :)

http://www.xdtech.net/op2/resources/lowpoly/
This is the archive for all the low poly stuff.

Offline Lukc

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Ferinsul’s Models
« Reply #2 on: November 09, 2012, 10:20:08 AM »
Thanks a lot! That should save us lots of trouble. :)

Also, under which license do you distribute them? That’d help too if it was at least a weak copyleft license (ie. it stays free, but does not ask us to redistribute anything with it under the same license).

Offline Fenrisul

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« Reply #3 on: November 09, 2012, 10:06:44 PM »
Quote
Thanks a lot! That should save us lots of trouble. :)

Also, under which license do you distribute them? That’d help too if it was at least a weak copyleft license (ie. it stays free, but does not ask us to redistribute anything with it under the same license).
License is ... as long as you use them to do something cool related to the Outpost universe you can do whatever you want with them.

If what you make with them is s*** - you'll be hearing from my lawyer :P  (kidding).

*edit*
http://creativecommons.org/licenses/by/3.0/

Lets throw these under CC attribution...makes more sense I think.


Quote
Thanks a lot! That should save us lots of trouble.
You're welcome.
What are you planning to do with them if I may inquire? :P
« Last Edit: November 09, 2012, 10:18:32 PM by Fenrisul »

Offline Lukc

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Ferinsul’s Models
« Reply #4 on: November 10, 2012, 01:36:48 AM »
I’ll make a dedicated post about that in a short time (ie. should be next week). But it’ll be OPU-related. :P

Ok for CC-BY. Works for me. And for my associates too. :ph34r:
« Last Edit: November 10, 2012, 02:31:47 AM by Lukc »

Offline Fenrisul

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« Reply #5 on: November 10, 2012, 07:04:47 PM »
Not sure where to shove these yet



TubeCross.psd

Offline Lukc

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Ferinsul’s Models
« Reply #6 on: November 11, 2012, 02:58:24 AM »
As I already said, those tubes are very cool.

Could you just make the angle match the one of our tiles? Here is an example of a terrain tile.


Could you also add a transparent background and save the renders as PNGs? :P
Ideally, you could also redimension it to a 128×64px image, so that I could include it directly in our repository.
 

Offline Hooman

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« Reply #7 on: November 11, 2012, 05:36:55 AM »
Hmm. Nice tubes.
 

Offline CK9

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« Reply #8 on: November 11, 2012, 02:52:29 PM »
quick question:  What does the thing over the intersections  do?  Is it a bracing structure to hold the tubes down?
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Offline Spikerocks101

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« Reply #9 on: November 11, 2012, 04:31:08 PM »
I assumed it was an airlocked section to prevent major accidents from happening.
I AM YOUR PET ROCK!!!!!!

Offline Fenrisul

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« Reply #10 on: November 12, 2012, 01:12:24 AM »
Quote
quick question:  What does the thing over the intersections  do?  Is it a bracing structure to hold the tubes down?
It makes tubes less boring to look at.

Offline Hooman

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« Reply #11 on: November 12, 2012, 03:39:49 AM »
Lol, good answer! :P
 

Offline Lukc

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« Reply #12 on: November 12, 2012, 07:50:20 AM »
Quote
I assumed it was an airlocked section to prevent major accidents from happening.
I assumed more or less the same and decided to use them for aeration shafts. :P

Offline Lukc

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« Reply #13 on: December 25, 2012, 06:09:51 AM »
Code: [Select]
 - Command Center
 - Tokamaks
 - Solar Power Arrays
 - Laboratories
 - Agridomes
 - Tubes
 - Monorail
 - Roads
 - Hot Quarters (was that the name?)
 - Robot Command Centers
 - SPEW
 - DIRT
 - AIR
 - Factory
 - Light Factory
 - Communication Towers?
 - Warehouses
 - Residences
 - Universities
 - Police centers
 - Medical Centers
 - Common and Rare Ore smelters, storages
 - Forums/Recreation facilities
 - Nurseries

Here’s a stub of what structures we’d need, as you requested. Of course, there’d be plenty more, but it should be enough for… a long time.

Most of them should have several models/sprites, as variations will be included in the game, as was the case in OP1 (and sometimes in OP2). For example, in OP1, residences could be upgraded several times and each time, another sprite was used for the new buildings. Also, if we want to later add advanced residences or reinforced residences to be built on the surface or on several tiles, well, those would be variations of the residence. :3

I’m not sure if I’m very clear, but a single sprite for all of those would be enough for some time anyway. :P

Also, I might have forgotten stuff from that list. A few things like the meteor defense were removed on purpose (what would we need counter-meteor death-rays for? To destroy the image of the game? :P), but all may not. :3