Posts by dissonance
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Quote from Section_Ei8ht
dissonance, you gonna release a normal map?
D'oh.Almost forgot.
[Blocked Image: http://img.photobucket.com/albums/v24/ssb_gaia/0WHITE_N_256.jpg]
(ps: i totally didn't use jphide on this one...
trust me)Oh, also, remember to include this in lights.rad:
(pps: my first idea was to make a normal map out of goatse, and i did, but then i decided it would be a bad idea to post it, so i didn't.)
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Thank you, thank you.
/me bows
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Here is is, my masterpiece:
+0~WHITE
[Blocked Image: http://img.photobucket.com/albums/v24/ssb_gaia/0WHITE_256.jpg]
256x256
Working on a 512x512 version.
(ps: this is the only 0 quality jpg i've ever made)
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Quote from BlueCoatKarma
It's not just a VRAD problem, it affects performance in-game.Look at the wireframe screenshots part way down in this thread:
Does that have anything to do with texture scale?
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Quote from insta
It's so... smooth.
Just turned down the lightmapscale. Its a simple way of adding lots of interesting detail to an otherwise bland area.
Mmm... I'd always thought that degraded performance too much. I guess I'll fiddle around a bit.Ooo, to make up for that, would you scale up the lightmaps in places that are not going to be lit? Would that help at all?
Lower lightmapscale will add time to vrad during compile, so only use it on the surfaces where you know you will get some really neato shadows.
Scaling up lightmapscale won't really do much, since the default of 16 is already pretty high.
It doesn't do anything to ingame renders? What about when other objects are actively casting shadows on it? I mean... realtime. In game.
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Quote from alexroyce
It's so... smooth.
Just turned down the lightmapscale. Its a simple way of adding lots of interesting detail to an otherwise bland area.
Mmm... I'd always thought that degraded performance too much. I guess I'll fiddle around a bit.Ooo, to make up for that, would you scale up the lightmaps in places that are not going to be lit? Would that help at all?
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I think the ejection port can be on either side, like the AUG.
And that bigass scope looked like shit anyway, I hated it.
Awesome work!
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I think the grain adds to it.
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Alex, did you go by any tutorials for that lighting? That's the one thing I've never been able to get right.
If not, can you make one?
Pweeeeease?
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Shit, that looks awesome.
And I think it's not too bright, and not too dark. Leave it. Castles aren't supposed to be cuddly.
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Quote from killertomato
This is as far as I get to modeling a tree...[Blocked Image: http://img159.imageshack.us/img159/4486/tree6oj.jpg]
/frustrates:(
Acid Arena: Source
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Quote from Dark
not everyone can texture, im sure he does though if hes the same guy im thinking of from WOTA. But please show wireframes

Yay, found the file.[Blocked Image: http://img.photobucket.com/albums/v24/ssb_gaia/untitled.jpg]
That's the best I can do for wireframes right now, I haven't used Blender in a while, and I was doing some heavy drinking last night, so I'm still not all here.
Any suggestions on wireframes in Blender?
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Quote from Skjalg
thx
Yeah it was hard for me to figure that out too, Mainly because the text that you got after you hit that button up in that room disappeared too fast, and there was some troopers disrupting my reading...
Yeah, i hate feeling that I missed relevant plot information when I get ambushed.
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Might as well post something I made:
[Blocked Image: http://fs7.deviantart.com/i/2005/158/b/b/ump_by_abjectalchemy.jpg]
Bad render, kinda, and I seem to have lost the file.
Made this one in my Flash Animation class in Highschool last year. They had Blender on the computers for some reason.
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that's a much better background color.