Quote from SkjalgPVK2's new bigaxe
[Blocked Image: http://www.jrporter.com/stuff/pvk_3fort0000.jpg]
thats a big one ![]()
Quote from SkjalgPVK2's new bigaxe
[Blocked Image: http://www.jrporter.com/stuff/pvk_3fort0000.jpg]
thats a big one ![]()
Quote from QuakisObviously, but how the site is currently put together I'd have constantly add any changes to the main page (say adding a new link) then make that same change to the others. With a all I have to worry about is content pages.
there was some invention called PHP or maybe even wordpress :X
i agree. frames are so 1999.
Quote from KoKo5oVaRDisplay MoreAfter getting over that much chicks, you seem to need some sleep sindwiller, hahaha
Long time i didn't posted some pics, i did with some friends the thing that is called "acrobranche" in french, basically you get through obstacles in the trees at 8/10 meters, but that must exist in other countries so you know what it is
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[Blocked Image: http://kokosovar.free.fr/misc/acrobranche4.jpg]
I think i did a great impersonation of hurg on that one
[Blocked Image: http://kokosovar.free.fr/misc/acrobranche5.jpg]
i'm the fucking cliffhanger
[Blocked Image: http://kokosovar.free.fr/misc/acrobranche6.jpg]
i loevs my kokos
finished uv map and started texturing. applied an ambient occlusion layer with 1 unit fall off. ![]()
[Blocked Image: http://www.thomashess.net/fumg_wip3.jpg]
http://%7Boption%7D[Blocked Image: http://www.thomashess.net/fumg_wip4.jpg]
[Blocked Image: http://www.thomashess.net/fumg_wip2.jpg]
like 5500 polies
finished modeling so i could start writing the text to my screens (i made like 130 screenshots
(( that will be lots of work)
when i hover skjalg and my link i dont see a color switching ![]()
Quote from Rick_DIt is ! He made the model.
- Just cut the glass and compile both models with his respective material.
but this makes it two models! but that doubles collision time + extra render batch.
in my eyes it is really bitchy to search for such problems. this is a damn nice map.
two textures, one for the body, with no alpha channel
one for the glass, a smaller texture, with alpha channel
you can control the properties of the materials, and get away with probably a smaller amount of tex memory and probably better performance as you haven't got a massive sheet of texture with only tiny parts alpha'd
no. surface behavoir is conrtolled by the qc file which results in one material per model (not texture like material!)
Quote from Seldoon182It is ! He made the model.
- Just cut the glass and compile both models with his respective material.
but this makes it two models! but that doubles collision time + extra render batch.
in my eyes it is really bitchy to search for such problems. this is a damn nice map.
Quote from Seldoon182[Blocked Image: http://www.uploadhouse.com/fileuploads/369/3691066889f7f9756614f1a09c1815e0ce2d43.jpg]
- Never seen sparks on glass...
well it is not his fault. you can only apply one surface onto a model. that means either everything looks like glass or everything is like metal. he did what i'd been doing too. though i aree it could be better, but sadly there are technical borders that cant be broken.
i basically agree with your critics because i too went through this level a couple of minutes ago.
to give some positive feedback: i really like the way you made those bombing damages. you have put lots of work and detail into them. great job!
is there a playtest planned? if yes, count me in!
Quote from e-freakyour reference has 3 "legs" while the model has 4 of them.cool stuff none the less
there are several variations of this thing. i got blueprints (with 4 legs) and i used them for the model. though nobody would notice ingame. "oh look it is a fumg 401 a but it only has 3 legs like the fumg 401 b" ![]()
i was kind of bored tonight because noone wanted to play dod:S with me. so i decided it would be nice making another tutorial. this one on modeling basics. move rotate and scale tools wont be discussed because they are kind of too low level. instead the focus will be on maya related modeling features. like derformers, working with pivot, booleans, snapping and some general workflow tipps that should be paid attention to before texturing.
the model i make is a WW2 radar station called FuMG 401 a
here is a wip shot.
[Blocked Image: http://www.thomashess.net/fumg_wip.jpg]
stay tuned. i dont know when i will finish that piece but i definatly will. there is a big bunch of work heading for me in september.
a few days later? whats up. i want ze photos!
hahaha. his new computer is too fast
fast than the speed of light so there are no shadows! ![]()
Quote from Skjalgmine too... Still doesnt explain the lack of shadows... and the shaking in 3d skybox.
the shaking/jittering geometry is normal. it appears due to rounding problems. this jittering also appears in the 3d world. for exmaple go prone in dod:s next to a wall edge. i often see it flickering around ![]()
maybe you got to increase the lightmap resolution for those objects in the 3d sky?!
:nag:
:nag:
ok i think we should return to the topic and judge this map and not the games.
it is also those colors you have chosen. low ambient value and grey sunlight :X
you'd better spend some minutes on comparing with your photo references' lighting.
though your textures need lots of polishing, because there is lot's of perspective left in them, which kind of makes it weird while looking at it from the wrong position. in any way i appreciate the use of custom material ![]()