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  3. ashton93

Posts by ashton93

  • The random model thread!

    • ashton93
    • January 20, 2017 at 2:10 AM

    Finally I managed to get the HP for this thing done after having it dusting on my desktop for several months


  • Day of Infamy Mapping Contest Discussion

    • ashton93
    • January 15, 2017 at 7:25 PM
    Quote from modtools

    2 hours ago, modtools said: congrats on the top5.


    one question will only the top 5 get implemented into the game or also the top 10 ?


    have a nice weekend

    Gz Modtools

    Display More

    Only the winning entry will get shipped with the game from what I've understood.

  • DOI/INS mapping/modding discord channel

    • ashton93
    • November 4, 2016 at 4:30 PM

    I can vouch for the discord channel, nice place with a neat balance of help and creativity (and a bit of banter!)

  • Day of Infamy Mapping Contest Discussion

    • ashton93
    • October 18, 2016 at 10:26 PM
    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

  • Guadalcanal (Offensive)

    • ashton93
    • September 28, 2016 at 6:48 AM

    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)

  • The random model thread!

    • ashton93
    • September 9, 2016 at 9:51 PM

    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

  • The random model thread!

    • ashton93
    • August 26, 2016 at 2:01 AM

    I'm making another thing that goes pew-pew

    [Blocked Image: http://i.imgur.com/RyivGkQ.jpg]

  • The random model thread!

    • ashton93
    • August 7, 2016 at 1:08 PM

    Made a scope for the rifle;

    [Blocked Image: http://i.imgur.com/kK5s75g.jpg]

  • The random model thread!

    • ashton93
    • August 1, 2016 at 9:24 PM

    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]

  • The random model thread!

    • ashton93
    • July 15, 2016 at 4:12 PM

    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

  • How do I add CSS assets to a Half Life 2 mod?

    • ashton93
    • July 13, 2016 at 9:22 PM
    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.

    https://partner.steamgames.com/documentation/source_games

  • The random model thread!

    • ashton93
    • July 12, 2016 at 2:22 AM

    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]

  • DOI_Meuse

    • ashton93
    • July 11, 2016 at 2:05 AM

    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]

  • Rebellion: A Star Wars Mod For Insurgency [Early-Development]

    • ashton93
    • June 27, 2016 at 11:33 PM

    This looks like it could be a more hardcore and skillbased alternative to the newest Battlefront game, definitely keeping my eyes on this :)

  • [CS:GO] de_aztec2 (WIP)

    • ashton93
    • June 5, 2016 at 3:51 PM
    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.

  • WIP in WIP, post your level screenshots!

    • ashton93
    • March 12, 2016 at 9:07 PM

    More stuff from the new version of WW1: Source:

    [Blocked Image: http://i.imgur.com/P5MQl93.png]

  • WIP in WIP, post your level screenshots!

    • ashton93
    • March 2, 2016 at 8:09 PM
    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

  • WIP in WIP, post your level screenshots!

    • ashton93
    • March 2, 2016 at 8:15 AM
    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?

    [Blocked Image: http://i.imgur.com/PWdXeur.jpg]

    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

    | |

    | |

    And not this

    | |

    _____

    _____

    | |

    If that makes any sense:v

  • WIP in WIP, post your level screenshots!

    • ashton93
    • February 28, 2016 at 2:24 PM

    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

  • de_Intelligence [WIP]

    • ashton93
    • November 22, 2015 at 12:59 PM
    Quote from clankill3r

    You also don't have almost no contrast in the hammer editor. Don't you hate that?

    If I remember correctly shaded 3D preview in CSGO Hammer is broken, nothing will render if you turn it on

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