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  3. TermInator525

Posts by TermInator525

  • "20 Brush" level compo! WIP / discussion thread

    • TermInator525
    • January 14, 2011 at 1:40 PM

    looks very futuristic, nice idea!

  • "20 Brush" level compo! WIP / discussion thread

    • TermInator525
    • January 8, 2011 at 8:53 AM

    but isn't this illegal? its a concave brush isn't it?

  • "20 Brush" level compo! WIP / discussion thread

    • TermInator525
    • January 7, 2011 at 5:47 PM

    I really like the idea! Count me in!

  • Everything ;)

    • TermInator525
    • December 27, 2010 at 7:07 PM

    nothing special Non edited pictures

    [Blocked Image: http://bildupload.sro.at/a/images/imWinter.jpg]

    [Blocked Image: http://bildupload.sro.at/a/images/imWinter2.jpg]

  • Sci-fi apartment complex (WIP UDK Environment)

    • TermInator525
    • October 18, 2010 at 9:39 PM

    if i'm honest i liked the sort of mirrors edge style with only 1-2 colors most. This is a bit too much of a paint bucket.

  • [TF2] 3Dnj's artpass contest thread

    • TermInator525
    • September 26, 2010 at 1:39 PM

    it happens if you only replace the texture itself (of a standard model). Pakrat finds the texture in the gcf file and ignore the texture itself in the game folder. I allways have this type of problem if I retexture a standard model.

  • [TF2] 3Dnj's artpass contest thread

    • TermInator525
    • September 26, 2010 at 12:37 PM

    some models textures are missing, and there are one or two model range problems. It also has a small bug where you get blocked / stuck (after a ladder). but this is nothing compared to this level of detail and, i have to say that, love. im impressed and that happen not every day :derp:

    [Blocked Image: http://bildupload.sro.at/a/thumbs/artpass_3dnj0006.jpg]

  • [TF2] 3Dnj's artpass contest thread

    • TermInator525
    • September 20, 2010 at 2:17 PM

    oh my, yes. cool stuff

    the lighting is a big plus in this map.

    It looks cool even with the 0815 standard materials / models.

  • WIP in WIP, post your level screenshots!

    • TermInator525
    • August 26, 2010 at 1:03 PM

    [Blocked Image: http://bildupload.sro.at/a/thumbs/cp_dreadnought0001.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/cp_dreadnought0002.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/cp_dreadnought0003.jpg]

  • WIP in WIP, post your level screenshots!

    • TermInator525
    • July 22, 2010 at 4:43 PM

    [Blocked Image: http://bildupload.sro.at/a/thumbs/1-test0013.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/1-test0014.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/1-test0015.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/1-test0016.jpg]

  • TEXTURE SET: PK02 - Source/TGA versions

    • TermInator525
    • July 12, 2010 at 2:02 AM

    Thanks btw the second pack is slight different to the first one. I would say the specularmap in the old one is tree times more intense as the new one. Thats kinda "ugly" if you want to use both packs together.

    [Blocked Image: http://bildupload.sro.at/a/thumbs/pktexturestestmap.jpg]

    Images

    • noghost36.webp
      • 43.56 kB
      • 1,024 × 576
    • noghost37.webp
      • 41.53 kB
      • 1,024 × 576
    • noghost39.webp
      • 31.76 kB
      • 1,024 × 576
  • WIP in WIP, post your level screenshots!

    • TermInator525
    • July 10, 2010 at 12:43 PM

    awesome!

  • Modeling a dynamic door (HL2)

    • TermInator525
    • February 10, 2010 at 12:54 AM
    Quote from m8nkey

    does the refract shader work on models? i think that might be your problem.i'd suggest using "VertexlitGeneric" with "$translucent" "1" for the glass. not as fancy though

    Hah! the refract shader was designed for models You know the hl2 white double door in the first chapter? -> http://img90.imageshack.us/img90/4135/r ... 0005da.jpg

    thats the one. Valve only used the shader on models like that.

  • WIP in WIP, post your level screenshots!

    • TermInator525
    • December 28, 2009 at 6:21 PM

    [Blocked Image: http://bildupload.sro.at/a/thumbs/367640.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50001.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50003.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50004.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50005.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50006.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50007.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50009.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50008.jpg]

  • WIP in WIP, post your level screenshots!

    • TermInator525
    • December 9, 2009 at 10:54 PM

    and the next contest map

    [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge40001.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge40002.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge40003.jpg]

  • WIP in WIP, post your level screenshots!

    • TermInator525
    • November 23, 2009 at 1:02 AM

    a grayish fog is already in there you fool (2nd picture, light gray in the background ) i only have to tweak the hdr settings. And well no photoshop work in here, scaled down 100% screenshots.

  • WIP in WIP, post your level screenshots!

    • TermInator525
    • November 22, 2009 at 9:31 PM

    thats hdrr. But yeah its maybe a bit too bright.

  • WIP in WIP, post your level screenshots!

    • TermInator525
    • November 22, 2009 at 5:41 PM

    a (for me) 2 Day Contest. The theme is a mine without restriction of any kind.

    9hrs of work.

    [Blocked Image: http://bildupload.sro.at/a/images/cave50008.jpg]

    [Blocked Image: http://bildupload.sro.at/a/images/cave50009.jpg]

    [Blocked Image: http://bildupload.sro.at/a/images/cave50010.jpg]

  • Off Limits - Russia

    • TermInator525
    • November 3, 2009 at 4:00 PM

    the blueish lighting reminds me of Mirror's Edge. Very cool Map with a lot of high quality details (Models, Textures, Shader). Only a few things like the ladder or the washing machine are standard content. GOOD!!

    but i think you could add more next-gen textures on the whole environment. Some parts could be rebuilt with the good old gold-src engine without a different.

    And sorry if i didn't read the whole linked article.

  • blending cubemaps?

    • TermInator525
    • September 24, 2009 at 1:47 AM

    you can find the l4d materials in the pak01_dir.vpk in the common/left 4 dead/left4dead/ folder.

    one example.

    basic world Pipemodels:

    Quote

    VertexLitGeneric{

    $baseTexture "models\props_pipes/PipeSet02d_512_001a"

    $bumpmap "effects/flat_normal"

    $phong 1

    $phongboost 1

    $phongexponent 10

    $BASEMAPLUMINANCEPHONGMASK 1

    $phongfresnelranges "[3 8 60]"

    }

    Display More

    v_model Medkit:

    Quote

    VertexLitGeneric{

    $baseTexture "models\w_models\eq_medkit/w_eq_medkit"

    $bumpmap "effects/flat_normal"

    $phongboost 1

    $phongexponent 1

    $phongfresnelranges "[0 2 30]"

    $BASEMAPLUMINANCEPHONGMASK 1

    $phong 0

    "GPU>=2?$phong" 1

    }

    Display More

    and the m16

    Quote

    VertexLitGeneric{

    $baseTexture "models\v_models\Weapons\rifle/m16a2"

    $bumpmap "effects/flat_normal"

    $phongboost 1

    $phongexponent 10

    $phongfresnelranges "[10 10 30]"

    $BASEMAPLUMINANCEPHONGMASK 1

    $color2 "[1.5 1.5 1.5]"

    $ambientocclusion 1

    $phong 0

    "GPU>=2?$phong" 1

    }

    Display More

    so as you see valve used only generic normalmaps for the phong effect. simple eh?

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