sorry for pushing but i just found this:
http://www.cstrike.de/modules/screenora ... r.php?id=5
shows you the tradition of kermit in half-life. this comic is like 6 years old ![]()
sorry for pushing but i just found this:
http://www.cstrike.de/modules/screenora ... r.php?id=5
shows you the tradition of kermit in half-life. this comic is like 6 years old ![]()
Quote from von*ferreti'll do a final compile tommorow night with a smaller lightmap. The table is HUGE, thats how they do it
onoz. ferret please make the lightmaps bigger so that there the shadows are harder.
rest looks good. maye some details on the table or in these glass boxes would pimp the scenery a little bit up ![]()
nah. allready released ![]()
download: http://www.thomashess.net/kermit_release.rar
[Blocked Image: http://www.thomashess.net/images/3D/Kermit/_kermit_rocks.jpg]
made him for fun months ago. finally rigged and ingame. choose male03 as playermodel. enjoy ![]()
Quote from JALthe urinal, so many times has it been done by so many people, yetstill I ignored the fact and made another one. This time it's low-poly.
Now all I need to do is unwrap it and skin it. (possibly a normalmap also)
[Blocked Image: http://www.laakkonen.net/modelling/wip_urinal.jpg]
i dont like how you spent so many subdivision in the depth but its main shape is still really boxy
![]()
[Blocked Image: http://img461.imageshack.us/img461/9169/addthesepi3.jpg]
create those red subdivisions and give it a rounder shape.
http://voodarius.planetunreal.gamespy.com/
wasnt that hard to figure out a link....
map looks awesome. vote for spotlight after release ![]()
the plant is a bit too dark. increase the textures brightness or reorientate the vertexnormals to straight up ![]()
rest looks still nice ![]()
reno if you had the time could you please check out if everything in my package works on a clean computer?
grab the file here: http://www.thomashess.net/kermit_release.rar
just hit me with a pm if it is all right (ingame) and i will open up a thread in the final work sub-forum ![]()
i count 60 ![]()
8 sided cylinder: 2x 6 triangles (up and downside) + 8x 2 triangles (sides) = 28
feet: 4x (4x 2) triangles = 32 tris
= 60 polies
http://thomashess.net/kermit_hl2_rigged.jpg
its a hl2mp character
now finally rigged and working animations. should do a release this evening ![]()
btw: anyone remembers the hl1 kermit??
warcraft II leveleditor
[Blocked Image: http://www.thomashess.net/kermit_hl2.jpg]
something fucks up the coordinates while compiling. gotta take a fresh decompiled skeleton i think. probably a release tonight ![]()
i would agree to an incomplete documentation but the SDK is "working" from the artist side.
for exmaple hdr sky creation does work but their documentation talks of a tool that wasnt released to automatically cut image regions (some splitting.exe). to get you stuff done anyway you have to manually select each pixel and use the crop function from the menu of hdr shop. its not really a good or optimized workflow, but it works anyhow.
this is maybe a good example on the tools (for artists). some features work, some are missing or do not work.
the documentation lacks of details for the material system. for example there is a flag called "vertexcolors" or "vertexalpha" but there is no information on how to export or use these. that really is a pain in the ass.
bicball: you should say: without CS. this is one mod. maybe you can add DOD but dod wasnt a that big success of modding as CS was.
and if you would read my message again it says "that much" which is not equal to: "nothing"
they have to think about: is it worth the money to pay someone with like 4000$ maybe a month to work on the dev tools for modding community. when will we get these 4000$ back? CS:S is played. DOD:S is played too. Which games or mods of the community gave this investment a sense?
you always have to think of those guys filling your favourite server. its them who bring the money. not us few 100 artists.
some filters are handy: bluring, sharpening, clouds can be usefull sometimes too.
but i must agree to squirrely. many textures look still too much like a rough photo unlovely applied on a brush. (like those windows for example)
yap. i can fully understand that. many game developers create their games on so crappy SDKs that they dont want to release any of the tools because you would have to workaround all features.
i think valve is doing a good job overall. i can understand that it would be cool if everything would work correctly, but 1. they dont profit from modding community that much (noone of us will buy another license of hl2 to use the sdk) 2. it is still a overall working sdk you get for free.
well, maybe some of you should work with non source engine games and check out their exporters. i remember flipped UVs or corrupted files from gamebryo (used in gothic 3 and oblivion and a bunch of other games).
giving the site the emailadresses of your "friends". yap great idea ![]()
anyway: funny website. anyone remebers fanta shokata? they had a great flash website where you could add subtitles to a crazy indian movie ![]()
good start. maybe you sould make those windows dark and just add the specular mask on them. these photoperspective objects in the windows are kinda annoying.
anyway: keep on it!
never mind defrag.
use it if you want to