Turbine

A Map Prefab for Source Engine

This is some form of electromagnetic/hydroelectric turbine. I daydreamed about one of these and decided to make it as a prefab. I originally intended to combine this with my other prefabs and unfinished maps, but finally decided I don't want to waste my time.

I don't feel like making a video, the turbine fins do in fact spin, each one at varying speeds. 

Soooo HERE IT IS!

I really don't care if you credit me or not when you use it. It would appreciate it if you did, but it's OK!

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  • Wood_y avatar
    Wood_y Joined 6y ago
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    2y
    Posted by Jesse V92

    How about a compromise? You include the version that's brushes as well as an example version that is models.

    Don't take anything I've said negatively, this is a pretty damn good prefab nonetheless and I understand your point of view about wanting the user to have choice.

    That's the plan, just gotta get some free time first.
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    Mantra
    Developer (Map Designer)
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    2y
    How about a compromise? You include the version that's brushes as well as an example version that is models.

    Don't take anything I've said negatively, this is a pretty damn good prefab nonetheless and I understand your point of view about wanting the user to have choice.

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    Mantra
    Source Engine Wizard
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    2y
    Posted by Jesse V92

    It looks great, but my concern is what kind of impact this has on the brush counts.

    Some of this would be better off converted via 3DS Max or Propper into meshes to avoid excessive use of the limits.
    The brush count isn't too extreme, or at least in this demo compared to most. I'm quite aware that most of this would be more efficient and resourceful if it were to be converted to props. I designed it with the intentions of allowing people the ability of massive modification.

    For the sake of your suggestion, which I really do appreciate; nonetheless, I'll recreate the main segments with custom props. The only official downside to doing this, is removing the option of which texture the mapper would like to use, then further ruins the flexibility and art direction that he/she had in mind when attempting to utilizing my resources.

    If I were to completely go through and recreate these into props, I'd have to make custom textures, which I lack free time to do so, and increase the poly count furthermore to officially take advantage of model optimization.

    TL;DR It's almost better off to just keep them in brush form so that IF the user wishes to convert these into props, they can do it themselves. IF said user has trouble utilizing Propper or other modeling software, it is our duty to assist them.
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    Mantra
    Developer (Map Designer)
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    2y
    It looks great, but my concern is what kind of impact this has on the brush counts.

    Some of this would be better off converted via 3DS Max or Propper into meshes to avoid excessive use of the limits.
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    Mantra
    Source Engine Wizard
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    Suomimies55 username pic Joined 5y ago
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    2y
    This looks absolutely amazing dude, really liking the brush work.

    This could be great for as starting spot for space/lab themed maps.

    But i like it a lot, great job.

    10

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    Mantra
    I hate point farmers.

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Iron Woodside
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  • 5 Posts
  • 2y Submitted
  • 2y Modified

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