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  3. rockdude86

Posts by rockdude86

  • dm_grale (updated on 15-08-09)

    • rockdude86
    • January 26, 2009 at 5:50 PM
    Quote from Hipshot

    @ rockdude86, use another skybox, the current one is dated, bland and sub par.

    ghehe happen to have a nice one laying around?

    heres another update

    [Blocked Image: http://img99.imageshack.us/img99/746/dmxgralexxxlow230057mf7.jpg]

    [Blocked Image: http://img149.imageshack.us/img149/7762/dmxgralexxxlow230074em5.jpg]

    yes its stil very dark... however i did brighten up the light_env AND the torches. could use some crits on this. for myself i think its a lot better already

    EDIT

    here is a whole pack of new screenshots http://%7boption%7d

  • dm_grale (updated on 15-08-09)

    • rockdude86
    • January 17, 2009 at 1:43 PM

    eheh yeah you could say im struggling with that light_env i cant really get it to be the way i want to.

    when i made the huge rocks into a 3dskybox the rocks got lit up more somehow so they didnt fit the map anymore.

    so its really anoying when you want your 3d skybox to be darker and the map itself to be brighter.

    im currently trying out some different settings for the light_env ive made the angle a bit steeper so that theres more direct light and turnt the ambient up a little.

    dont know about the contrast though i dont want it to be too blue.

    maybe this is a bit better? its not yet much lighter but color wise maybe its better?

    [Blocked Image: http://img187.imageshack.us/img187/1508/dmxgralexxxlow190009nr8.jpg]

    [Blocked Image: http://img518.imageshack.us/img518/8995/dmxgralexxxlow190008zj4.jpg]

  • dm_grale (updated on 15-08-09)

    • rockdude86
    • January 16, 2009 at 6:01 PM

    it was... i've got a pretty busy live nowadays with working and such however i've been quietly learning some new stuff over the last year especially texturing and some modeling stuff.

    back then i didnt feel like i was going anywhere with the map since i didnt have any modeling skills. so i kinda got over that now and you can expect some more updates soon.

    im probably not going to change really much to the map exept for the lighting and adding props to it

  • dm_grale (updated on 15-08-09)

    • rockdude86
    • January 16, 2009 at 5:51 PM

    bump....

    [Blocked Image: http://img510.imageshack.us/img510/8936/dmxgralexxxlow180000ej5.jpg]

    [Blocked Image: http://img179.imageshack.us/img179/231/dmxgralexxxlow180001jf7.jpg]

    [Blocked Image: http://img155.imageshack.us/img155/8782/dmxgralexxxlow180002lv0.jpg]

    [Blocked Image: http://img266.imageshack.us/img266/1267/dmxgralexxxlow180003fh0.jpg]

    [Blocked Image: http://img165.imageshack.us/img165/7275/dmxgralexxxlow180006zj4.jpg]

    added nice bumpmap to the mountains, modelled torches and some minor additions.

    been more than a year since i last did something with the map, somehow i feld the urge to continue with it...

  • Q3A : Mystic Gemini

    • rockdude86
    • August 12, 2008 at 7:32 PM

    that's pretty awesome for q3

    Quote from m8nkey

    That's a real shame if it's true. Shorter production time and less technical concerns than current engines

    mean it would be an ideal platform for casual/enthusiast mappers.

    I'd love to see a simple in game UI for managing custom maps, making them easy to install and more conveniant for the average gamer. I know I'm dreaming there though.

    i've read a article on carmack's quakecon speach in wich he said quake live wont feature modding capability from the beginning but they are thinking of adding it later on

  • need help with specular map

    • rockdude86
    • August 3, 2008 at 9:57 PM

    hmm i cant get that to work all i get when i replace the LightmappedGeneric tag with LightmappedGeneric_DX9_hdr is wireframe

  • need help with specular map

    • rockdude86
    • August 3, 2008 at 6:42 PM

    thanks for the help ill try to find the tag. i can probably find it on the valve developer wiki and ill try using a stronger envmaptint.

  • need help with specular map

    • rockdude86
    • August 3, 2008 at 5:25 PM

    dont really know what kind of method your refering to but im already using the commands to lower the contrast and saturation.

    here is my vmt file:

    "LightmappedGeneric"

    {

    "$basetexture" "set01/brick01"

    "$bumpmap" "set01/brick01_normal"

    "$envmaptint" "[ 0.3 0.3 0.3 ]"

    "$normalmapalphaenvmapmask" 1

    "$envmapcontrast" 0.2

    "$envmapsaturation" 0.2

    "$envmap" "env_cubemap"

    "$surfaceprop" "brick"

    "%keywords" "set01"

    }

    dont know if it could be of any help but im not really sure if the hdr effect is the problem.

  • need help with specular map

    • rockdude86
    • August 3, 2008 at 4:41 PM

    so im trying to add a specular map to a wall texture ive made and when running in ldr it looks ok but when i use hdr everything turns completely shiny and my texture becomes plastic!

    here are some screenshots:

    with hdr:

    [Blocked Image: http://img227.imageshack.us/img227/1061/specproblemhdrpj0.jpg]

    [Blocked Image: http://img227.imageshack.us/img227/1061/specproblemhdrpj0.8823fdb149.jpg]

    without hdr:

    [Blocked Image: http://img293.imageshack.us/img293/7127/specproblemldrmk3.jpg]

    [Blocked Image: http://img293.imageshack.us/img293/7127/specproblemldrmk3.546ecb6100.jpg]

    as you can see the ldr version's specularity is barely visible so why does it turn into plastic in hdr mode? some help would be greatly apreciated

  • totally random texture thread

    • rockdude86
    • May 26, 2008 at 4:53 PM

    tried out the same tut as hp did and added some other stuff i've learned lately.

    made some variations also

    [Blocked Image: http://img399.imageshack.us/img399/3236/metalscratches038smallpp2.jpg]

    [Blocked Image: http://img399.imageshack.us/img399/3236/metalscratches038smallpp2.a77851b812.jpg]

    [Blocked Image: http://img398.imageshack.us/img398/4311/metalscratches0310smallgx4.jpg]

    [Blocked Image: http://img398.imageshack.us/img398/4311/metalscratches0310smallgx4.0099b40d3f.jpg]

    [Blocked Image: http://img398.imageshack.us/img398/2122/metalscratches0311smalljo3.jpg]

    [Blocked Image: http://img398.imageshack.us/img398/2122/metalscratches0311smalljo3.019cca5298.jpg]

  • totally random texture thread

    • rockdude86
    • April 3, 2008 at 7:06 PM

    so since hammer is still not working for me i've been toying around some with photoshop after a long break due to moving on my own/work so here's some crete wal with added ornaments probably is a bit off but it's just for practice. tell me what you think of it.

    [Blocked Image: http://img505.imageshack.us/img505/4849/creteornamentsyu0.jpg]

    [Blocked Image: http://img505.imageshack.us/img505/4849/creteornamentsyu0.c06bfb51cd.jpg]

  • Hammer beta released

    • rockdude86
    • January 28, 2008 at 1:06 PM

    bugging bigtime? it doesnt even work for me... when i load up and click even a single object it crashes!!!! and its been like that for a couple of months now for me

    counts for both the new beta and the ep1 version of the editor

  • totally random texture thread

    • rockdude86
    • September 18, 2007 at 6:10 PM

    first try to create some sort of a metal texture:

    *used a ref from cgtextures*

    [Blocked Image: http://img213.imageshack.us/img213/668/metal10smalljv0.jpg]

  • totally random texture thread

    • rockdude86
    • September 9, 2007 at 2:01 PM

    trying out some more stuff

    [Blocked Image: http://img179.imageshack.us/img179/7642/texture03floor04xq1.jpg]

    *for some reason liking the greenish aqua style*

  • totally random texture thread

    • rockdude86
    • September 9, 2007 at 1:06 PM

    my first brick texture

    [Blocked Image: http://img237.imageshack.us/img237/5844/texture02oef04smallformjr2.jpg]

    c&c very welcome...

  • totally random texture thread

    • rockdude86
    • July 23, 2007 at 12:08 PM

    started working on my own base textures:

    [Blocked Image: http://xs217.xs.to/xs217/07301/DSC03122_cropped1024_tileable2_dark2brownmix.jpg.xs.jpg]

    [Blocked Image: http://xs217.xs.to/xs217/07301/DSC03122_cropped1024_tileable2_dark2.jpg.xs.jpg]

  • DE_Ritual2

    • rockdude86
    • July 21, 2007 at 5:14 PM

    never saw that coming

  • DE_Ritual2

    • rockdude86
    • July 21, 2007 at 12:40 PM

    good to some more dutch work on here

    looking nice man

  • WIP in WIP, post your level screenshots!

    • rockdude86
    • July 21, 2007 at 12:30 PM

    simply amazing seeing that on source looks better then the episode2 stuff thats out there. how did you do the shadows on the ground?

  • WIP in WIP, post your level screenshots!

    • rockdude86
    • July 21, 2007 at 12:28 PM

    yeah texturing is pretty crappy right now havent yet found a texture set of my likings

    dunno maybe ill finally go and learn how to make my own

    same goes for the brushes not being models i can handle 3dsmax to some extent but havent got around it that much to go all the way with texturing etc...

    but since i have vacation right now i got the time to learn some new stuff

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