SWBFGamers

Modding for the Original SWBF1 and SWBF2 => Released Assets => Topic started by: RepComm on November 26, 2013, 06:15:39 PM

Title: United States Liberty Bell
Post by: RepComm on November 26, 2013, 06:15:39 PM
United States Liberty Bell
http://en.wikipedia.org/wiki/Liberty_Bell
dl: http://www.swbfgamers.com/index.php?action=dlattach;topic=7350.0;attach=3080
[spoiler](https://sites.google.com/site/swbfrcasset/files/liberty_bell.jpg)[/spoiler]
I really tried to keep it as close to life as possible.. Sadly to do exactly what I wanted, it would require 8k+ polygons, but this I think still turned out quite well.. I've never tried bells before :P

If you use this in your map or mod, you should credit me.

Credits:
-RepublicCommando-: Model, created texture from Google Image
United States of American, for being the best country in the friggin world!
Title: Re: United States Liberty Bell
Post by: {TCE}Call-of-Duty on November 26, 2013, 06:39:33 PM
Quote from: -RepublicCommando- on November 26, 2013, 06:15:39 PM
United States of American, for being the best country in the friggin world!
YOU KNOW IT :champ:, if I ever do a Revolutionary or Philadelphia map I'll use it
Title: Re: United States Liberty Bell
Post by: RepComm on November 26, 2013, 06:58:53 PM
We have a few US themed models..
Sereja's USA Soldier Desert
My F117 Night Hawk
Nikoli's Helicopter
And SK made some firework effects a while back I think..

I would love to see an epic map made out of that, but I fear it's not quite enough yet!
Title: Re: United States Liberty Bell
Post by: SleepKiller on November 26, 2013, 07:20:46 PM
Pretty isn't it?

It's also at destroy FPS levels of particle count.

[spoiler]If you look back through your PMs you should be able to find the optimized one.[/spoiler]
Title: Re: United States Liberty Bell
Post by: RepComm on November 26, 2013, 07:30:22 PM
Eh, I only keep a max of 10 messages in my inbox at once for organization.. Which would mean that I have no link to it  :shrug:
Title: Re: United States Liberty Bell
Post by: SleepKiller on November 26, 2013, 07:44:05 PM
Guess you'll just have to look at that pretty picture and wish for the config file behind it.

Actually you're lucky I have my external HDD plugged in atm.


//Made by SleepKiller
//Edited from Pandemic's reference files of course.
//Give credit where it is due or I'll hunt you down and kill you're sleep.
ParticleEmitter("FireWork")
{
MaxParticles(60.0000,60.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0000, 0.0000);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Circle()
{
PositionX(-1.0000,1.0000);
PositionY(-1.0000,1.0000);
PositionZ(-1.0000,1.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(4.0000,4.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 2.0000, 2.0000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.5000);
Position()
{
LifeTime(4.0000)
}
Size(0)
{
LifeTime(2.0000)
Scale(1.0000);
}
Color(0)
{
LifeTime(1.5000)
Reach(0.0000,0.0000,0.0000,0.0000);
}
}
Geometry()
{
BlendMode("NORMAL");
Type("EMITTER");
Texture("underlitesmoke2");
ParticleEmitter("Sparks")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0100, 0.0100);
BurstCount(2.0000,2.5500);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.2000, 0.2000);
Red(0, 255.0000, 255.0000);
Green(0, 0.0000, 0.0000);
Blue(0, 0.0000, 0.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -20.0000, 20.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.0250);
Position()
{
LifeTime(2.0000)
}
Size(0)
{
LifeTime(2.0000)
Scale(10.0000);
}
Color(0)
{
LifeTime(0.0250)
Reach(255.0000,255.0000,255.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("spark2");
}
ParticleEmitter("Flares")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0500, 0.0500);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(1.0000,1.0000);
Size(0, 0.2200, 0.2200);
Red(0, 255.0000, 255.0000);
Green(0, 0.0000, 0.0000);
Blue(0, 0.0000, 0.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -100.0000, 100.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.2000);
Position()
{
LifeTime(0.0000)
}
Size(0)
{
LifeTime(0.2000)
Scale(0.1000);
}
Color(0)
{
LifeTime(0.2000)
Reach(255.0000,255.0000,255.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("starburst");
}
}
}
}
ParticleEmitter("Flare")
{
MaxParticles(10.0000,10.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0000, 0.0000);
BurstCount(10.0000,10.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 2.0000, 2.0000);
Red(0, 255.0000, 255.0000);
Green(0, 0.0000, 0.0000);
Blue(0, 0.0000, 0.0000);
Alpha(0, 32.0000, 32.0000);
StartRotation(0, 1.0000, 3.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(1.0000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(0.1000)
}
Color(0)
{
LifeTime(1.0000)
Reach(255.0000,255.0000,255.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("BILLBOARD");
Texture("flare0");
}
}
}
Title: Re: United States Liberty Bell
Post by: RepComm on November 26, 2013, 07:51:07 PM
Magnificent, thank ya kindly!
Title: Re: United States Liberty Bell
Post by: Unit 33 on November 26, 2013, 11:10:49 PM
Warning: High levels of American patriotism detected.

Er... jolly good making a great big bell?
Title: Re: United States Liberty Bell
Post by: Sereja on November 27, 2013, 05:18:09 AM
Nice bell. Still, such things, may looks much better with gloss. ;)
Title: Re: United States Liberty Bell
Post by: RepComm on November 27, 2013, 03:16:49 PM
Quote from: Sereja on November 27, 2013, 05:18:09 AM
Nice bell. Still, such things, may looks much better with gloss. ;)
That is epic Sereja!
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