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Posts by Em'

  • How to move model from Max2011 to Max9?

    • Em'
    • July 21, 2010 at 10:46 AM
    Quote from seir

    Hi,I need some help with moving model (with mapping, materials and so on) from Max 2011 to Max 9. FBX isn't working, they modified that format so older apps can't read it... Any other ideas?

    OBJ can keep UVmapping and material, it must work, neh ?

    Not sure but you can try. Bones are skipped and modifier are collapsed, I think... Not sure for the bones :-|

  • Tutorial time: Modular sets

    • Em'
    • June 29, 2010 at 1:08 PM

    Smaller tips are often the most useful !

    Thanks PhilipK, very interesting and useful !

  • Riot Aftermath Scene - WIP Thread

    • Em'
    • May 17, 2010 at 1:27 PM

    Why the text on the Right is mirrored ?

    And the Left is not.

  • l4d_yama

    • Em'
    • April 22, 2010 at 6:09 PM

    I really like the contrast between the empty streets and the "animated lighting boards" and screens !

  • Improve TF2 texture making

    • Em'
    • April 8, 2010 at 10:07 PM

    Hello Mapcore !

    I'm here to ask youif you have any tips for TF2 style texture making. Or to discuss about a method to get a TF2 texture from a real picture. I know the tutorial from Interlopers, and others are useless compared to the result.

    So, what are your tips ? Your method ? How do you choose colors and how do you do to match and fit to the TF2 style and color swatch ?

    And whatever you want to share with me in this thread

    [Blocked Image: http://www.teamfortress.com/contribute/images/tips_palette.gif]

    That's a lot of questions, but I really want to improve my skills in it and I'm ready to learn.

    Thanks for helping ^^

  • The random model thread!

    • Em'
    • February 16, 2010 at 10:24 AM
    Quote from Pericolos0

    that's a lot of text for justifying why you made a gay lil armband m8

    True story.

  • Modeling a dynamic door (HL2)

    • Em'
    • February 10, 2010 at 10:59 AM

    Can someone give me the VMTs of the double door model ?

    HL2 is no longer installed on my laptop so I can't take the VMTs...

    Or maybe, a TF2 model also use this material ?

  • Modeling a dynamic door (HL2)

    • Em'
    • February 9, 2010 at 9:03 AM

    Yep, It work on model :

    http://img90.imageshack.us/img90/4135/r ... 0005da.jpg

    [Blocked Image: http://t1.gstatic.com/images?q=tbn:4UnVc5bTHDa_3M:http://image.hazardstrip.com/ss/srends/26062.jpg]

    So yes, it's possible, but I think I have some VMT problems, and I'm not good at it.

  • Modeling a dynamic door (HL2)

    • Em'
    • February 8, 2010 at 2:49 PM

    Thanks a lot mates !

    But I think the prop_dynamic_door is not so usefull in a Multiplayer level, so, I put this model on "stand-by" !

    But, there is a good thing whit this thread !

    I manage to make a model with two different texture, one diffuse for the metal and one refract the glass.

    I just have to check in game if it work, but I'm happy !

    In 3dsmax, I just split my model on 2 part and assign one different material for each part.

    Edit : ahem... there are some errors in game.

    I have my diffuse texture, but the pink&black texture is on it.

    And the glass is a refract of the pink&black texture...

    So my problem isn't solve.

    Here my VMT :

    porthole_001_metal = diffuse

    Code
    "VertexlitGeneric"
    
    
    {
    
    
       "$basetexture" "models/props_oceanic/porthole_001_metal"
    
    
       "$surfaceprop" "metal"
    
    
       "$envmap" "env_cubemap"
    
    
       "$envmaptint" "[ .2 .2 .2 ]"
    
    
    }
    Display More

    porthole_001_glass = refract

    Code
    "refract"
    
    
    {
    
    
    "$model" "1"
    
    
    "$bluramount" "1"
    
    
       "$nocull" "1"
    
    
       "$alphatest" 1
    
    
    "$surfaceprop" "glass"
    
    
    "$refractamount" ".100"
    
    
    "$scale" "[1 1]"
    
    
    "$normalmap" "models/props_oceanic/porthole_001_normalmap"
    
    
    "$dudvmap" "models/props_oceanic/porthole_001_glass"
    
    
    "$envmap" "env_cubemap"
    
    
    "$envmaptint" "[.7 .7 .7]"
    
    
    "$REFRACTTINTTEXTURE" "vesi"
    
    
    }
    Display More

    I don't know if the normalmap in the Dudv is obligatory.

    Oh, I forget to say that in HLMV, the model looks good, I think.

  • Modeling a dynamic door (HL2)

    • Em'
    • February 6, 2010 at 5:16 PM

    Hello everyone, I'm front of a question without google answer.

    I want to make my own prop_dynamic_door for HL2 in 3dsmax.

    I have already a mesh of the door, but I don't know how I should do to make an awesome door.

    It is something in the QC ? Or Just in hammer editor ?

    Can anyone help me ? I would be very grateful for it ^^

    Then, other questions :

    - How make a double texture for one mesh ? Like, I want to make the glass of the door in a refract material, and the door in a normal material... I've heard about the ID in 3dsmax, but I don't find the way it works.

    Thanks alot for the help ! :wink:

  • Bullet Crops Project.

    • Em'
    • January 25, 2010 at 5:47 PM

    It's planed to make a better ground texture, but it's hard to start with nothing ^^

    And, yes, I think _Maritime need more colors, but it's still wip !

  • The random model thread!

    • Em'
    • January 9, 2010 at 12:43 PM
    Quote from Acumen

    sooo, could finally come around to finish another "slightly" complex model for the tf2-guys - a tractor choooopchooop !!

    I hate you, because I planed to realize it in a few weeks or days.

    But by the way, you made a pretty cool and awesome model !

    I'm so far of your skills !

    edit : what a shame ! I wrote "et" instead of "and"...

  • WIP in WIP, post your level screenshots!

    • Em'
    • November 22, 2009 at 6:42 PM

    WOW Terminator, I love your work !

    Really good ! It's a very good immersion on a mine, I feel so deep the atmosphere and darkness of the space !

    Kind of a great genius !

  • WIP in WIP, post your level screenshots!

    • Em'
    • November 4, 2009 at 9:46 AM
    Quote from JeanPaul

    From a photographic standpoint, don't use any but the first shot. The second shot contains too much unnecessary information around the edges (like you used a wider angle lens) The second shot also has a weird bit of rock sticking out the side (on the right) and makes for some weirdness. The third shot contains a large ass black spot on the right which contains no detail and is actually very distracting.

    I'm agree with Jean-Paul, the first shot look better than the other !

    I really like the composition with the stair on the right and the hill on the left. You should not change anything. :wink:

  • CS_Metroplex

    • Em'
    • October 27, 2009 at 4:54 PM

    I think there is different size, but when I did the model I take a real world size model. So, maybe I take a bad reference, but, it was mentionned that the pooltable was the standart for polltable (not sure if snooker is the same thing).

    Maybe a different between french and american billiard ?

    edit :

    pictures for billiard :

    http://upload.wikimedia.org/wikipedia/c ... nt-non.jpg

    http://upload.wikimedia.org/wikipedia/c ... g_pool.jpg

    http://www.camping-roquelongue.com/Acti ... illard.JPG

    pictures for snooker :

    http://img.jeuxvideo.fr/00333339-photo- ... p-2007.jpg

    http://media-cdn.tripadvisor.com/media/ ... nooker.jpg

    So, for a billiard : the model I did is cool.

    But a snooker is larger and longuer than a billiard.

  • CS_Metroplex

    • Em'
    • October 27, 2009 at 9:09 AM

    When i made this model, I use the real world scale dimension.

    But I in accord with Jean-Paul, they (the pooltables) aren't very realistic !

    I think M8nkey that you extend to much the scale of the model. But it's my opinion !

    And I don't know if you even play pooltable, but It's not so large !

    So yes it's like an arcade game, but I think you need to rescale or just put the forst version of the model. Maybe show us the result with the comparison to the hostages ? (?)

  • The random model thread!

    • Em'
    • October 17, 2009 at 10:09 PM

    I love them ! Really good models !

    It totally fit to the TF2 ambiance !

    Great !

  • CS_Metroplex

    • Em'
    • September 8, 2009 at 7:59 PM

    Eh guy, i'm french and i think i can help you.

    I need to grow up my skills and portfolio, so, i'm ready to make 2/3 props models right now and if you're satisfied, maybe some others.

    PM me, i don't use MSN.

    Or use this forum : i just need reference pictures, dimensions and .dxf objects.

  • l4d_yama

    • Em'
    • September 1, 2009 at 3:09 PM

    If you're talking about lighting models, i think it's impossible.

    I tried this year, but I just got a lot of error.

    Maybe, some coloured transparent decals could be ok ?

  • l4d_yama

    • Em'
    • September 1, 2009 at 9:12 AM

    Amazing guy ! I love the atmosphere you got in this map !

    Very pro !

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