Posts by ashton93
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I can vouch for the discord channel, nice place with a neat balance of help and creativity (and a bit of banter!)
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Quote from Bastion
8 hours ago, Bastion said: Went digging through the weapon models to fill up a armoury room in my map and I came across a Mosin model, along with a rail and scope. All three untextured sadly.
Not hiding anything are you NWI?
They are old placeholder models from Insurgency that were used in the mod version of DoI
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Sounds very cool, but isn't it a pretty big problem for this map that the Japanese army isnt a faction in the game? (at least so far)
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Okay, here goes my last modeling post related to guns for a while
I fixed up a whole lot of historical errors on the rifle I made earlier, and I think I'm calling this thing done now. Have to make a lowpoly and unwrap the thing though, not looking forward to that part very much;[Blocked Image: http://media.moddb.com/images/members…render_krag.png]
I also cooked up some more attachments for it;
[Blocked Image: http://media.moddb.com/images/members…krag_attach.png]
Here's a link to the MoDDb page where this stuff is gonna be included eventually; http://www.moddb.com/mods/severe-de…-of-norway-1940
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I'm making another thing that goes pew-pew
[Blocked Image: http://i.imgur.com/RyivGkQ.jpg]
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Made a scope for the rifle;
[Blocked Image: http://i.imgur.com/kK5s75g.jpg]
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Another model from a newbie at this field, didnt really expect modeling to be this fun, but I keep jumping back into it
This time it's a WIP hi-poly of a norwegian rifle;[Blocked Image: http://i.imgur.com/r4M6hy6.jpg]
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Hopefully you guys don't find two posts in a row spammy, but I finished my fourth model today

[Blocked Image: http://i.imgur.com/MQY8EUs.png]
Model might be a bit tri-heavy, (I probably should have optimized more) but I still reckon it's acceptable for game use. The model depicts a very common medieval weapon, and it was basically a gardening tool modified so it would cut and stab people instead of branches

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Quote from Klems
On 12.7.2016 at 3:01 PM, Klems said: Technically it's illegal to ship contents from CSS with your mod (Valve doesn't seem to care tho so don't worry). You can set the gameinfo.txt to mount content from CSS directly without having to export it manually, however you (and your players) will need CSS installed to play your mod. https://developer.valvesoftware.com/wiki/Gameinfo.txt
Unless you're going to use like ALL THE ASSETS from CSS it's probably best to just export the models you need.
According to Valve themselves, it's alright to use Valve IP in mods; at least free mods.
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Decided to jump into the world of modeling, and after some shoddy first attempts I managed to make this thing. Pretty proud of it

[Blocked Image: http://i.imgur.com/nZ9NYOh.png]
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Looks like a pretty good start! I've got a suggestion for the Pak 40, even though you've already said the texture is a WIP
I reckon it was more common for the germans in WW2 to use the "kill rings" system to mark how many targets a gun had destroyed instead of displaying it with a tally count like you currently have in the texture.[Blocked Image: http://users.skynet.be/tmm/Afbeeldingen/Flak_Berta.jpg]
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This looks like it could be a more hardcore and skillbased alternative to the newest Battlefront game, definitely keeping my eyes on this

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Quote from clankill3r
47 minutes ago, clankill3r said: no pics no clicks
You could just click his workshop link, and you'll see lots of pictures

Regarding the actual map, it looks nice so far judging from said pictures! Looks like it has some interesting paths and areas, and the aesthetics also look very fitting.
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More stuff from the new version of WW1: Source:
[Blocked Image: http://i.imgur.com/P5MQl93.png]
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Quote from TiberiusBane
Yeah, that makes sense.. kinda! I destroyed the displacement face on the bottom, but I'm not sure how to destroy a face of a regular brush. I nodraw'd the top face but that didn't seem to work.
I think you should try making the regular brush a displacement too, then sew the pieces together. that should get rid of any shadow issues
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Quote from TiberiusBane
Didn't want to make a whole thread for this, but I have this weird lighting problem with my displacements, does anyone know a fix?
I think the issue here is that only the visible sides should be displacements; this sorta lighting error happens when the faces of the brush on the inside are made displacements too. So I think this could be fixed if you destroy the displacement face on the bottom of the block on top, and the fop face of the block on the bottom.
So it should be like this
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And not this
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If that makes any sense:v
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Been working on remaking a map for the sourcemod WW1: Source for an upcoming release of a new version. Put together a small video for the mod community showcasing the differences between the old version and the new one. It's mostly finished, but I'm planning on replacing the 2004-era stock Source rain with some particles (just gotta figure out how to make some that arent very expensive to render :))
https://www.youtube.com/watch?v=M2wKjwVWbE4
Also, is it possible to embed youtube vids on this forum? I've tried a lot of tags with no success
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