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  3. PhilipK

Posts by PhilipK

  • Medieval landscape

    • PhilipK
    • September 21, 2006 at 6:04 PM

    nice indeed

  • The random model thread!

    • PhilipK
    • September 21, 2006 at 6:03 PM

    I really like that too mino!

    Great render

    Swifty, don't know if you're going with a cartoonish look it's nice otherwise you might wanna lose those dark outlines you have in the skin as well as making the model itself a bit sharper perhaps.

  • Mornstar maybe

    • PhilipK
    • September 21, 2006 at 1:44 PM

    Thanks, good to know you don't need to assign faces.

    Pics are updated now. Got the spots working. Perhaps a little too much intensity on them still tho :\ it's on 150 now.

  • Mornstar maybe

    • PhilipK
    • September 21, 2006 at 12:02 PM

    they got specs. almost all textures has and quite some normals too.

    it's just i think ive really set up the cubemap pretty bad.

    When you select faces for it. I suppose you should only chose the large ones like walls and stuff and im not sure if it's high enough above the ground now.

  • Mornstar maybe

    • PhilipK
    • September 21, 2006 at 1:11 AM

    Ty

    I think it's mostly due to the spec which peaked way too high on the bright side. But yeah, you might be right the diffuse might need to be a bit less grainy as well. I'll fix that next.

  • Mornstar maybe

    • PhilipK
    • September 21, 2006 at 12:53 AM

    Figured I should stop spam the wip thread.

    So I thought I'd start a dev thread for this showing the latest progress (and asking for help since I run into new problems all the time and you guys have been great so far helping out )

    Latest stuff. For some reason I didn't get the sprites to show :\

    (got this error, but I tried other sprites too with same result it seems: Precache of sprites/glow_test02 ambigious (no extension specified))

    [Blocked Image: http://philipk.net/other/de_morningstar20026.jpg]

    [Blocked Image: http://philipk.net/other/de_morningstar20027.jpg]

    [Blocked Image: http://philipk.net/other/de_morningstar20030.jpg]

  • Black Mesa Source Interview with new screenshots

    • PhilipK
    • September 20, 2006 at 10:00 PM

    Looks nice indeed.

    I just hope it'll see the light of day.

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • September 20, 2006 at 9:03 PM

    [Blocked Image: http://philipk.net/other/de_morningstar2_9.jpg]

    [Blocked Image: http://philipk.net/other/de_morningstar2_10.jpg]

    Shadow works (but I overscaled them a bit..)

    I should stop post pics here for a while now tho heh..

    Sorry for all pic spamming. Thanks a lot for all help so far ppl.

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • September 20, 2006 at 7:23 PM

    Thanks for the great tutorial hessi. That's going in for sure.

    I'll get some beam sprites in too. There's still a lot to get in to this room.

    Pots with flowers, something grander in the middle with more bushes as well, tables, chairs, some cool lamps.

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • September 20, 2006 at 4:17 PM

    Here we go

    The fence blocked the sunlight

    [Blocked Image: http://philipk.net/other/de_morningstar2_8.jpg]

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • September 20, 2006 at 3:37 PM

    Ah, thanks a lot guys. I'll go ahead and play with the lighting now

    Yeah it just started as a little tex test, but now it's so fun I hope I'll stick to it

  • CS Source: de_tropea

    • PhilipK
    • September 20, 2006 at 3:17 PM

    love the wine cellars. Looks great.

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • September 20, 2006 at 3:16 PM

    Actually. I'm not quite sure yet.

    I don't even know where you change the sky in hammer

    It's just still strange the environment light doesn't seem to work very well..

    I got a pitch of -80 now and 250 in brightness. Still the floor turns out this dark.

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • September 20, 2006 at 2:30 PM

    Thanks for the tips. Still not there yet. The floor is very dark :\

    But I'll fiddle more.

    [Blocked Image: http://philipk.net/other/de_morningstar2_6.jpg]

    [Blocked Image: http://philipk.net/other/de_morningstar2_7.jpg]

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • September 20, 2006 at 10:23 AM

    I added some more models and stuff and fixed the lighting a bit.

    Still the environment light is very bad... I want the roof window to really light up the room :\

    So any tips on that would be great I'll try to read up on it as much as possible tho.

    [Blocked Image: http://philipk.net/other/de_morningstar2_5.jpg]

    [Blocked Image: http://philipk.net/other/de_morningstar2_4.jpg]

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • September 20, 2006 at 7:13 AM

    Thanks cj. Ill look into that.

    I dont want to make the lighting contrasty but still the spots should be quite contrasty but its important it wont go pitch dark around them.

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • September 20, 2006 at 12:58 AM

    Something.. shit. Just tested some textures and model.

    I really haven't figured hl2's lighting out

    And I can hardly use hammer

    [Blocked Image: http://philipk.net/other/de_morningstar2_1.jpg]

    [Blocked Image: http://philipk.net/other/de_morningstar2_2.jpg]

    [Blocked Image: http://philipk.net/other/de_morningstar2_3.jpg]

  • Whats up normal map.

    • PhilipK
    • September 19, 2006 at 7:19 PM

    That's because you used "bitmap" right in the bumpmap slot. It reads it as if it would be a greyscale bumpmap then.

    You need to chose "normalbump" (If I remember right. I use Kaldera so I've got another). Anyway if you chose that you will add your .tga in the normalmap line you get there in the normalbump-window.

    Good luck

    EDIT:

    Whops saw that you use max 6 now

    Well I suppose there could be some plugin (maybe even Kaldera exists for max 6)

  • insta grins

    • PhilipK
    • September 19, 2006 at 2:32 PM

    Woah didnt hear this yet

    Awesome dude!

    Looking forward to see you there

    I'll be back in not too long hopefully.

  • totally random texture thread

    • PhilipK
    • September 19, 2006 at 11:30 AM

    thanks

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