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  3. insta

Posts by insta

  • Cheap ass plug: Jobs wanted

    • insta
    • April 11, 2006 at 12:35 AM

    Remember to link it once its up, marque. Gamasutra has quite a few interesting articles

  • [RELEASE]D3DM_DarkTown

    • insta
    • April 10, 2006 at 9:19 PM

    Looks very nice indeed. Are those all Doom3 textures, or did you make them yourself?

  • Cheap ass plug: Jobs wanted

    • insta
    • April 10, 2006 at 12:56 AM

    Sorry to hear that. Hope things work out for you and you find a good job.

  • Hammer: Bullet Hole Decals

    • insta
    • April 9, 2006 at 11:00 PM

    Change this :

    Quote

    VertexLitGeneric

    {

    "$basetexture" "models\props\de_train\boxcar"

    "$envmap" "env_cubemap"

    "$envmapmask" "models\props\de_train\boxcar_ref"

    }

    Display More

    to this :

    Quote

    LightmappedGeneric

    {

    "$basetexture" "models\props\de_train\boxcar"

    "$envmap" "env_cubemap"

    "$surfaceprop" "metal"

    "$envmapmask" "models\props\de_train\boxcar_ref"

    }

    Display More

    Remember to change the texturenames and paths to whatever you're using.

  • Favourite musical pieces from games

    • insta
    • April 9, 2006 at 10:40 PM

    The intro-music for Carmageddon.

  • Hammer: Bullet Hole Decals

    • insta
    • April 9, 2006 at 10:37 PM

    Look in materials/models/props/de_train/

  • Hammer: Bullet Hole Decals

    • insta
    • April 9, 2006 at 5:54 PM

    Here's the vtm file for that texture :

    VertexLitGeneric

    {

    "$basetexture" "models\props\de_train\boxcar"

    "$envmap" "env_cubemap"

    "$envmapmask" "models\props\de_train\boxcar_ref"

    }

    As you can see, it doesn't have a material-type definition, so I'm guessing that's handled by the model in this case. What you can do is extract the vtf and vmt, rename it boxcar1 or something then add the material definition to the vmt file and use it as a custom texture.

  • Hammer: Bullet Hole Decals

    • insta
    • April 9, 2006 at 4:15 PM

    Is it a custom texture? The material type is defined in the .vmt file under "$surfaceprop" (metal, wood, stone etc.)

  • de_corse *final*

    • insta
    • April 5, 2006 at 6:26 PM

    Superb stuff! Can't wait to see what you make next.

  • Level Design Help Files

    • insta
    • April 4, 2006 at 7:24 PM

    Here's a mirror for AKG :

    http://www.gmodcentral.com/mirror/akg/index.htm

  • mod thoughts

    • insta
    • April 4, 2006 at 6:14 PM

    After playing FEAR I had an idea for a small singleplayer skirmish mod for it. I really enjoyed the combat in the game, so I thought about making a mod where you had 15-20 different "arenas", basically very small maps with one central chokepoint and varying layout.

    Before playing, you'd set up what type(s) of enemies you'd want to fight, how many per squad, what weapons they would have equipped and so on, then you'd select your own weapons and special options such as no slowmo, no health pickups, no grenades etc.

    Each map would be designed with AI in mind so that you got the biggest challenge. Since the maps were so small, you could also throw in lots of special effects such as destructible enviroment (to a degree) and so on.

    To add even more to it, you could have a points system where you could upload your points per map to a central server. Points would be calculated by what types of enemies you fought, what special options were enabled/disabled, how long you took to kill every enemy and so on. The points could be uploaded to a central server and the mod homepage could have a ranking where you could see who were the best at a specific map.

    I don't know if anybody except me would want to play it though, nor do I have the time/energy to learn the FEAR sdk (if there even is one).

  • dod_salerno

    • insta
    • April 2, 2006 at 6:57 PM

    I'm redoing the axis spawn from scratch along with adding two more exits for the allies.

  • dod_salerno

    • insta
    • April 2, 2006 at 6:39 PM

    Rc3 has been out for a while. It's a pretty solid release, so I'm giving it a bit of a rest while i work on a singleplayer project.

  • de_corse

    • insta
    • April 1, 2006 at 1:58 PM

    Oh man I walked right into that one.

  • de_corse

    • insta
    • April 1, 2006 at 1:08 PM

    What, that's horrible

  • HL2:Awakening

    • insta
    • March 29, 2006 at 6:15 PM

    Looking forward to playing it! Do you have any estimations as to when it'll be released?

  • Cs_Cabaret

    • insta
    • March 29, 2006 at 7:17 AM

    http://www.mapcore.net/forums/viewtopic.php?t=4778

  • WIP in WIP, post your level screenshots!

    • insta
    • March 26, 2006 at 8:28 PM

    Very cool, oski! What is it for?

  • WIP in WIP, post your level screenshots!

    • insta
    • March 24, 2006 at 9:45 PM
    Quote from curman

    aim map

    It can be fun on LAN with friends

  • Old Old OLD Halflife Trailer

    • insta
    • March 24, 2006 at 6:19 PM

    Really cool stuff. I wonder why the framerate/movement was so slow?

    Anyway, if you liked that you should check out http://www.planethalflife.com/nostalgia/. That site holds a large collection of old screenshots and movie clips.

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