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Posts by OL

  • Interview with Garry on Shacknews

    • OL
    • July 25, 2007 at 11:38 PM

    hl2dm is 7th on the list, definitely didn't fail... You're looking at HLDM source, probably.

  • Skjalg sues st0lve

    • OL
    • July 21, 2007 at 7:23 PM

    in the material window, check Direct X display of standard materials

    this will render the normal map in real time in the perspective view

  • yo

    • OL
    • July 21, 2007 at 8:16 AM

    no one posts here i thought i would seed a new community of cool dudes but whatever i guess i can live without

  • yo

    • OL
    • July 20, 2007 at 11:10 PM

    3d modeling is the new eot i declare it

  • The random model thread!

    • OL
    • July 12, 2007 at 10:05 AM

    a broken roadblock thing for insurgency, only the model is mine

    [Blocked Image: http://www.beancitynights.org/gamedev/ins/roadblock1.jpg]

    [Blocked Image: http://www.beancitynights.org/gamedev/ins/roadblock2.jpg]

    still not sure about the rebar

  • paris hilton is no more in prison...

    • OL
    • June 8, 2007 at 4:28 AM

    this is an english speaking forum, shitlips. don't post links to german websites

  • The random model thread!

    • OL
    • June 3, 2007 at 1:55 AM

    I had the problem with 90 degree rotated collision meshes, I assume you're in max so go into the edit pivot thing for both your main and collision mesh and make sure they are both at exactly the same point both rotationally and positionally

  • The random model thread!

    • OL
    • May 26, 2007 at 4:29 AM

    so what modifier makes the wireframe mesh?

  • go-kart model

    • OL
    • May 20, 2007 at 9:26 PM

    i like it, old buddy

  • idiots arguing

    • OL
    • May 14, 2007 at 6:25 AM

    post your shots in the other thread, argue about them in this one

  • idiots arguing

    • OL
    • May 13, 2007 at 8:56 AM

    feel free to continue in here

  • The random model thread!

    • OL
    • May 13, 2007 at 8:56 AM

    I cut the 3 pages that followed this into a new thread because thats not what this one is for.

  • The random model thread!

    • OL
    • May 8, 2007 at 7:15 AM

    the way I do collisions:

    make sure each piece is a closed mesh

    attach all the pieces

    make sure the entire thing is material ID 1

    set each closed mesh to a unique smoothing group (1-8 in your case)

    make sure the rotation and position of the collision mesh's pivot is the same as your model

    compile

    never had a problem

  • Tutorial - Pelt Mapping

    • OL
    • April 29, 2007 at 12:03 PM
    Quote from Whoot

    Looks nice http://%7boption%7d I use the LSCM unwrapping script a lot when unwrapping in max. Together with a modified unwrap script from chuggnut http://%7boption%7d It works really well

    this won't work for me in 9

  • The random model thread!

    • OL
    • April 29, 2007 at 9:53 AM

    i made a tutorial check it out

    http://www.mapcore.net/forums/viewtopic ... 958#147958

  • Tutorial - Pelt Mapping

    • OL
    • April 29, 2007 at 9:48 AM

    I got pelt mapping working tonight and was so amazed at the results I figured I would write a little tutorial for you dudes.

    I was making a model of a hookah, and dreading making a UVW map for the tube. This is what I have after doing an unfold.

    [Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/1.jpg]

    Step 1:

    in the Unwrap UVW modifier, click Edit Seams at the bottom.

    [Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/2.jpg]

    Step 2:

    draw a closed line where you want the seam to be. I drew it around the cap and up one edge to the other end.

    [Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/3.jpg]

    [Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/4.jpg]

    Step 3:

    Go into face sub-object mode and select all the faces on your model

    Click Pelt, then Edit Pelt Map

    [Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/5.jpg]

    Step 4:

    Make the blue circle really fuckin big, and rotate it to get the least amount of overlaps in the spokes.

    [Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/6.jpg]

    Step 5:

    Click Simulate Pelt Pulling 3 times, and Relax(Light) twice.

    Resize and rotate the mesh to fit in the blue box.

    [Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/7.jpg]

    It's done! Now you can edit some of the vertices manually to fix small distribution errors, but most of the work is done for you.

    this works on all kinds of organic surfaces, from face and body models to snakes and dicks if thats the kind of thing you like to make i guess.

  • Internship

    • OL
    • April 27, 2007 at 8:53 PM

    cylinder with 4 textures on it

    baseball bat, beer bottle, chair leg, pipe

  • Call of Duty: Modern Warfare announced

    • OL
    • April 26, 2007 at 5:25 PM

    It is extremely telling that they are revealing the trailer during the NFL draft. Games made to appeal to sports fans and college brahs are not usually very good.

    prepare for arcade action

  • totally random texture thread

    • OL
    • April 24, 2007 at 10:26 PM

    [Blocked Image: http://www.beancitynights.org/gamedev/metal2_nooverlay.jpg]

    that's the texture with no overlay, I think it's pretty boring.

  • Wanted: Random models for my uni programming project

    • OL
    • April 23, 2007 at 3:00 AM

    I have a bunch of random props sitting around, but they're untextured. Want?

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