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Posts by PhilipK

  • Poke646: Vendetta

    • PhilipK
    • December 6, 2006 at 8:25 AM

    Looks very impressive for hl1.

    Better than loads of stuff on source now.

  • It's 2006 and we still don't have [insert your request here]

    • PhilipK
    • December 4, 2006 at 2:39 PM

    ... and we still haven't got an internet connection.

    no wait.. thats just me.

  • specular problems :/

    • PhilipK
    • December 2, 2006 at 12:28 PM

    heh.. you think someone would have noticed..

    i mean if your spec gets inverted ingame it should show.. unless it's really dull. and a dull spec is not good

  • specular problems :/

    • PhilipK
    • December 1, 2006 at 1:28 AM

    so that actually does work?

    but you need to invert the alpha?

    weird shit.

  • specular problems :/

    • PhilipK
    • December 1, 2006 at 12:54 AM

    hmm the problem here tho is you need to specify that it will use the alpha channel in your diffuse map as specular in the shader.

  • specular problems :/

    • PhilipK
    • November 30, 2006 at 11:34 PM

    Np, it's wierd tho they don't have support for spec in the alpha of the diffuse.

  • Black Mesa Source is back

    • PhilipK
    • November 30, 2006 at 7:46 PM

    looks hot.

  • specular problems :/

    • PhilipK
    • November 30, 2006 at 7:39 PM

    Did you try what I said?

    If not you will have to use it in a separate file if you don't have a normal map.

  • Congrats garry!

    • PhilipK
    • November 30, 2006 at 5:48 PM

    grats sir!

    had some fun times with gm

  • specular problems :/

    • PhilipK
    • November 30, 2006 at 10:55 AM

    Well it works if you use the normalmapalphaenvmapmask (alpha in normalmap), so perhaps you need basemapalphaenvmapmask?

    Worth a try maybe

    I know I had this problem too but I just used the specs separately or in the normal alpha.

  • Wii friends! Let's exchange friend codes and mingle

    • PhilipK
    • November 29, 2006 at 11:28 AM
    Quote from Nysuatro

    I still have to wait till 8 Decemeber

  • Post Your Pic Extravaganza 2006 ~~!

    • PhilipK
    • November 29, 2006 at 11:22 AM

    so many germans.

  • The random model thread!

    • PhilipK
    • November 27, 2006 at 7:56 PM

    damn, that's a lot of trees in the background

    Nicely done sir!

    Love all the grass

    Not a uberfan of your overall lighting tho. Even if the colours are nice but I think there's something with the fog that makes it not feel as huge as it could do.

  • Casino Royale

    • PhilipK
    • November 27, 2006 at 1:45 PM

    damn this seems to be as popular as gears of war.

    haven't seen it, but I paid for a ticket at least

  • totally random texture thread

    • PhilipK
    • November 21, 2006 at 10:14 AM

    indeed teddy, that's some hot shit

  • RDcolosso

    • PhilipK
    • November 18, 2006 at 10:30 PM

    hahah brilliant!

  • totally random texture thread

    • PhilipK
    • November 18, 2006 at 7:55 PM

    Thx

    I actually made a sharper one just for fun.

    [Blocked Image: http://philipk.net/other/rockrender2.jpg]

    [Blocked Image: http://philipk.net/other/rockrender3.jpg]

    And I've used Zbrush for them.

  • totally random texture thread

    • PhilipK
    • November 16, 2006 at 2:48 PM

    Also rocks are some of the hardest things to get right when creating the normal IMO. Of course depending on type, but when you want a coarse and deep rock it's certainly not the easiest thing.

  • totally random texture thread

    • PhilipK
    • November 16, 2006 at 2:42 PM
    Quote from Skjalg

    Making a normal map for a rock texture like that is almost as much work as making the texture itself, I think for the best result you should probably try to model it

    Actually it should take a lot, lot more work in most cases

  • Insurgnecy Mod, New Screens/Interview

    • PhilipK
    • November 16, 2006 at 2:39 PM

    Looks pretty damn good

    I'm not a fan of that yellow lighting in the first pics. Although it looks very well made

    Really looking forward to get my hands on this

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