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  3. zaphod

Posts by zaphod

  • Remember the old days of Mapcore?

    • zaphod
    • November 13, 2004 at 6:17 PM

    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.

  • Time for things to change.

    • zaphod
    • November 13, 2004 at 6:06 PM
    Quote from Mazy

    Go do that in EOT then

  • Anonymous essay from a spouse of an EA employee

    • zaphod
    • November 13, 2004 at 1:59 AM

    I have heard blizzard is almost as bad as EA

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • zaphod
    • November 12, 2004 at 11:56 PM

    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.

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • zaphod
    • November 12, 2004 at 6:18 PM

    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

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • zaphod
    • November 12, 2004 at 5:38 AM

    thats all you have to do . . . make sur eyou are using a light_dynamic

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • zaphod
    • November 12, 2004 at 4:53 AM
    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
    "LightmappedGeneric"
    
    
    
    
    {
    
    
    
    
    	"$basetexture" "insurgency/sidewalk"
    
    
    
    
    	"$surfaceprop" "concrete"
    
    
    
    
    	"$bumpmap" "insurgency/sidewalk_normal"
    
    
    
    
    	"$envmap" "env_cubemap"
    
    
    
    
    	"$envmapsaturation" "[.0001 .0001 .0001]"
    
    
    
    
    	"$envmaptint" "[.1 .1 .1]"
    
    
    
    
    	"$normalmapalphaenvmapmask" 1
    
    
    
    
    }
    Display More

    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

    http://www.marshmonkey.com/tuts/shaders ... apping.htm

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • zaphod
    • November 12, 2004 at 12:19 AM
    Quote from JynxDaddy

    all you have to do is enter the name of the entity you want it to be attached to in the parent field. You can't have anythign daisy chained, so if you have a bunch of things you want to be parented, they all have to be parented to the same object.

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • zaphod
    • November 12, 2004 at 12:15 AM
    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

    Code
    ] 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_72
    Display More

    I'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

  • Anonymous essay from a spouse of an EA employee

    • zaphod
    • November 11, 2004 at 7:40 PM

    no, DICE made battlefield

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • zaphod
    • November 11, 2004 at 7:40 PM

    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.

  • Hey you! Game developer type guy!

    • zaphod
    • November 11, 2004 at 4:25 AM

    a fully stocked bar.

  • Anonymous essay from a spouse of an EA employee

    • zaphod
    • November 11, 2004 at 4:22 AM

    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)

  • Vampire: Bloodlines - next week

    • zaphod
    • November 10, 2004 at 1:12 AM

    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.

  • Vampire: Bloodlines - next week

    • zaphod
    • November 9, 2004 at 9:51 PM

    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?

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • zaphod
    • November 9, 2004 at 6:27 PM

    they have to be normal maps

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • zaphod
    • November 8, 2004 at 10:10 PM

    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.

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • zaphod
    • November 8, 2004 at 7:39 PM

    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.

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • zaphod
    • November 8, 2004 at 7:28 PM

    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

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • zaphod
    • November 8, 2004 at 5:44 PM

    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.

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