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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • mabufo
    • May 23, 2006 at 6:16 PM
    • #761

    a quick question again: How is Maya's free learning edition? From the Sourcewiki:

    Code
    A free version of Maya called the Maya Personal Learning Edition (http://www.alias.com/glb/eng/products-services/product_details.jsp?productId=1900003) is available to all for non-commercial use. It is a feature-complete version of Maya Complete 7 with render watermarks and export restrictions. These constraints do not inhibit Source modding in any way.

    What sort of watermark is it? What sort of export restrictions? If I want to put a model into source will it have MAYA FREE VERSION all over it?

  • Polaris
    • May 23, 2006 at 6:20 PM
    • #762
    Quote from skdr

    It was meant to be cartoon stylish, what's wrong with the textures?

    I don't know I guess I just don't really like that scratch pattern.

    But I still like it overall. Make a blue one!

    blue ftw!

  • cdxx
    • May 29, 2006 at 8:06 AM
    • #763

    cool looking cars skdr, the future/retro look is working on em. make a real shiny version too.

  • teeluu
    • May 29, 2006 at 8:12 AM
    • #764

    EDIT: Looks like if i preview the post, i cannot submit my post, gives me stupid errors. I can also preview occassionally only. Am i the only one to have this problem?

    Anyway these are, again, for my rats-map which i attend to have 100% custom content. I changed the subject from bathroom to my own desk + some stuff around it. I'll mainly aim to do it fun to play. Just few simple models. Textures are still in the works.

    Coca-cola mug, about 150 polys if i remember right.

    [Blocked Image: http://swifty.hl2central.net/rats/shemaleburger.jpg]

    Juice can, 50 polys

    [Blocked Image: http://swifty.hl2central.net/rats/hedelmajuoma.jpg]

  • hessi
    • May 29, 2006 at 3:35 PM
    • #765

    the juice is ment to be 12 polies right?

  • teeluu
    • May 29, 2006 at 4:16 PM
    • #766

    Well there's a cork which has like 20 polys or so, then there's these little maybe-useless parts at the top of the can, like the ones where paperboard turns over the edge so it takes 50 polys

  • Minos
    • May 29, 2006 at 5:53 PM
    • #767

    Here's a little scaffolding thingy for my dm map

    [Blocked Image: http://insurgencymod.net/team/upload/Fi…g_mino_prev.jpg]

    The polycount is a bit high (3752) but this isnt going to be a big problem.

    editing----

    Houston we have a problem. I compiled the vmt as following but when I preview the model some weird rendering errors occur:

    http://insurgencymod.net/team/upload/Fi ... _error.jpg

    vmt:

    Code
    VertexLitGeneric
    
    
    {
    
    
     "$basetexture" "models\mino\avon_scaffolding_mino" 
    
    
    "$translucent" "1"
    
    
    	"$alpha" "1"
    
    
    }
    Display More

    Should I put the alpha mapped green thing in a separate texture ?

  • KoKo5oVaR
    • May 29, 2006 at 6:41 PM
    • #768

    omfg minoz, this is fucking awesome, pretty neat texturing you have there §!! sorry, but i can't help you on that one, i've never tried something like that before :/

    Also how will you make the collision model of all this stuff ? :x

    It will be way above of 25 parts

  • Grinwhrl
    • May 29, 2006 at 6:45 PM
    • #769

    That looks sweet Mino, from first glance it looks like a real photo of something. Very cool design, interested to see your DM map too.

    Swifty- The Juice Can looks great, I really like the small details on it and the skin is excellent. My only suggestion is to add beveled edges to it.(or another way of rounding them out a bit.)

  • Minos
    • May 29, 2006 at 6:56 PM
    • #770
    Quote from KoKo5oVaR

    omfg minoz, this is fucking awesome, pretty neat texturing you have there §!! sorry, but i can't help you on that one, i've never tried something like that before :/Also how will you make the collision model of all this stuff ? :x

    It will be way above of 25 parts

    It won't be accessible

  • Gaz
    • May 29, 2006 at 7:23 PM
    • #771
    Quote from Minotauro

    vmt:

    Code
    VertexLitGeneric
    
    
    {
    
    
     "$basetexture" "models\mino\avon_scaffolding_mino" 
    
    
    "$translucent" "1"
    
    
    	"$alpha" "1"
    
    
    }
    Display More

    Ok, resave your source texture (one you use in max/maya) as avon_scaffolding_mino_alphaparts, bring it into max/maya whatever, place it over the areas you want translucent. Leaving the original texture in parts you don't want translucent.

    Re-export your smd, and duplicate your vmt.

    Rename the vmt to: avon_scaffolding_mino_alphaparts and save.

    Open the avon_scaffolding_mino vmt, and take out $translucent and $alpha and save.

    That should now fix the alpha sorting (the problems your getting).

    Note: you don't need to compile the avon_scaffolding_mino_alphaparts texture in max/maya to a vtf, as it will pick up the vmt we duplicated and renamed.

    Hope that all makes sense

    *Edit: If the floor uses a mask (on or off alpha) repeat the above process, but in the new vmt, replace $translucent and $alpha for $alphatest" 1.

  • Minos
    • May 29, 2006 at 7:51 PM
    • #772

    hmm thanks for the tip gaz, if I don't find out what's wrong I'll try that.

    A single texture should still work tho, I've seen people modelling trees and using the same texture for both the trunk and the leaves.

  • JacK
    • May 29, 2006 at 7:58 PM
    • #773
    Quote from Minotauro

    Houston we have a problem. I compiled the vmt as following but when I preview the model some weird rendering errors occur:

    http://insurgencymod.net/team/upload/Fi ... _error.jpg

    vmt:

    Code
    VertexLitGeneric
    
    
    {
    
    
     "$basetexture" "models\mino\avon_scaffolding_mino" 
    
    
    "$translucent" "1"
    
    
    	"$alpha" "1"
    
    
    }
    Display More

    Should I put the alpha mapped green thing in a separate texture ?

    I don't know if you are aware of it, but there has been reportet a LOT of rendering errors with Source SDK lately. It could be a bug making it look wierd, and if that's the case, it ain't your fault..

    Really cool model anyways

  • General Vivi
    • May 29, 2006 at 8:58 PM
    • #774

    put $alphatest 1

    unless thats what that alpha thing is .

    your normals might be flipped also . if in that case put $nocull 1

    i should prob read other peoples post to see if they said this already but i don't have time to

    -vivi

  • hessi
    • May 29, 2006 at 9:21 PM
    • #775

    n00bs!

    mino: get your green thing on an extra MATERIAL not a seperated texture. in the one material you activate translucency in the other one you keep any translucency or alphatesting command out of your vmt.

    maybe like

    Material_trans.vmt <- for transparency

    Material.vmt <- for 100% visible stuff

    you can use the same VTF in both material files

  • Minos
    • May 29, 2006 at 9:50 PM
    • #776

    hessi you are a genius

  • hessi
    • May 29, 2006 at 10:13 PM
    • #777
    Quote from Minotauro

    hessi you are a genius

  • General Vivi
    • May 29, 2006 at 11:43 PM
    • #778

    there is no way you can do that is there? i didn't know you could have 2 vmts for the same texture.....

    this is madness...

  • Gaz
    • May 30, 2006 at 1:26 AM
    • #779

    ...Hessi you git, thats what I was saying Just in a more complicated harder to understand way...

  • Meotwister
    • May 30, 2006 at 5:49 AM
    • #780

    I'm with vivi on that . . .wow craziness.

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