Ah, the times when everyone was flexing their angsty teenage internet muscles. All that stuff was such pointless bullshit. I think I was "retired" during all that chaos.
Posts by zaphod
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I have heard blizzard is almost as bad as EA
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make a test spec mask of pure black and white checkers so it's real obvious when you get it working.
make sure you have
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" "1"
then make sure you are specifying a skybox in your test map, when there aren't cubemaps compiled (which I guess you guys cant get working) then it uses the skybox by default.
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mmk, I thought that might be the case. Thats how it used to be but I had a feeling they might have changed it in the last few months, I'm too lazy to test it in cs:s
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thats all you have to do . . . make sur eyou are using a light_dynamic
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Quote from Makaveli
ok, some shader questions here. Ok, so, the idea here is to give a normal mapped texture specularity. Now, what im going for is to get specualrity like you would get on a regular texture (not normal mapped) with simply a specular map called upon through the VMT. Now, after much trial and error i figured out that you cant use a specular map with a normal mapped texture...i tired a dual VMT approach, same deal. So, i tracked down the tile texture in de_dust and opened her VMT and got the code version of implimenting the specularity, this is how my VMT is coded thus far:
Code
Display More"LightmappedGeneric" { "$basetexture" "insurgency/sidewalk" "$surfaceprop" "concrete" "$bumpmap" "insurgency/sidewalk_normal" "$envmap" "env_cubemap" "$envmapsaturation" "[.0001 .0001 .0001]" "$envmaptint" "[.1 .1 .1]" "$normalmapalphaenvmapmask" 1 }Now, the main issue is, i cant seem to increase the specualirty of the texture, IE i cant reach the same effect i can whith a specular map on a non normal mapped texture. So, what values do i adjust to create this effect or what code do i have to enter and or edit? THanks alot ahead of time Zaphod.
- Mak
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Quote from DelaZ
Other question for ZaphWhen you put sv_cheats and type impulse 107, the name of texture infront of you will show up in the console. So I did that with the shiny tile floor from de_dust and it gave a strange number after the texture name
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Display More] impulse 107 Texture: maps/de_dust/de_dust/tilefloor02_640_1232_72 ] impulse 107 Texture: maps/de_dust/de_dust/tilefloor02_0_1376_72 ] impulse 107 Texture: maps/de_dust/de_dust/tilefloor02_0_1648_72I'm trying to get some specular looking textures ingame... I have lots of troubles.. but what the hell are those numbers?
I have no idea

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no, DICE made battlefield
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yea, the way all this stuff works is very file intensive. I wish it would compile everything into one texture file. My record is 160 files for one breakable model. Sometimes it just gets plain rediculous.
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a fully stocked bar.
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I know a large group of people that all came from EA, and based on all of thier testimony I will never ever consider working for, or with EA. Here is some of the highlights of the stories I have heard from vetran EA employees:
- 8 month crunch (7 days a week) during which x-mas was cancelled, and anyone who took any x-mas vacation was fired.
- a policy of no talking during work hours becuase some employees were trying to start a union. (stay at your desk all day and don't get up and talk to people)
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I dunno, you should call up activision and ask them. They just paid us to make the game for them, it's up to them to do what they will with it, Troika has no say.
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http://www.bluesnews.com/cgi-bin/board. ... adid=52734
over two and a half years ago, after diddling around with counter-strike maps, and day of defeat - mikezilla referred someone who had just been hired at Troika Games to consider me for employment. The last 2 and a half years of my life have been an enormous rollercoaster of a ride, during which I have learned more about game development and growing up, than during any other event in my entire life. The 16th of next month marks a personal milestone for me, and wraps up a very special personal experience. Mapcore played a big part in keeping me interested in mapping enough to get to where I had this chance, and it has been excruciating for me to not have been able to show everyone my progress and things I have been excited about making for the last few years.
This post isn't about me, and my personal accomplishments with this game. It's about a little community called mapcore, full of 15 year old immature counter-strike mappers, that made games for fun and to share with each other - and grew up and got jobs in the industry, and as you will start to see more and more in the coming years, started to release professional video games. IT'S HAPPENING GUYS, DREAMS DO COME TRUE! can you tell I'm excited?

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they have to be normal maps
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as far as the compression, it compresses the texture when you run it through vtex, I don't know if it compresses all the blank space or not. Generally supertexturing enhances performance over having seperate textures for 2 or three little transparent bits.
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since it's in the alpha mask, it's grayscale so it's probably only a fraction of the size of the normal RGB texture.
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no the problem is that it's all in the same model. For things like trees, pretty much your only option is to use "$alphatest"
the paint data button is right next to the paint geometry button
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you can only blend textures on terrain, use the paint data button instead of the paint geometry button
VMT's are only text files so they carry over nothing, I assume you mean vtf's. I don't know what a RLE is so I dunno.
your tank is freaking out becase every face on your tank has a transparent texture on it and it dosen't know how to sort it all. Make another vmt without transparency like tank_solid.vmt You will still only have one .vtf, both vmt files will refrence it, but only one will have transparency on. Apply the solid texture over your entire tank and then only apply the transparent textures where neccesary. You will need to also make a dummy tank_solid.tga file so you can apply it in max. Another option when you run into sorting problems is to turn on 1 bit transparency with "$alphatest". Also, make sure you don't have your transparency mask flipped, remember - white is solid, and black is transparent.