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Farles

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Everything posted by Farles

  1. I was wondering if any of you guys knew what the LOD model with -1 distance was used for. The HL2 Buggy has one, but I dont get a clue why they use it, it uber low poly. reflection? cube maps? when its behind you?
  2. Farles

    Trees :)

    Trees are white because they are birches, and birches are white. These are viewed in HLMV, so no big deal about lighting. Check Dux's new screenies of his map to see how they look ingame. HERE as for speedtree, yea ok its fun and easy to use, but doesnt work for Hl2 for many reasons and I just hate automatic stuff like Speedtree and AutoUV mapping, you totally loose the art behind modelling. What would you do if you add programs that made maps for ya?
  3. Farles

    Trees :)

    Here's some tree models I made for NightFall and Insurrection mods.
  4. i used to work with Gmax since my comp couldnt handle full 3ds max, before it morphed into this ubercomp I was exporting my models in .MD3 format then rexporting with Milkshape in .smd andthen compiling. Yes was long and sucky, but I made great things so if you really want to get your models back from Gmax, get the MD3 exporter and Milkshape, then just rexport in .3ds.
  5. Kick ass as always Dux
  6. you cant mod for consoles like you mod for PC. Then console sucks. That's all. Good News. Would love to see windows lag lees during games.
  7. couple of UV errors, but quite good. Just a little tip like this, if you want to give it a more realistic touch, darken alot the big plate texture where you have the holders over it. Like if the holders themselves were influencing the light on the back polygon. Cause unfortunatly Source doesnt have self model shadwoing....
  8. what I usually do for a complex tree with alot of branches: -Model the whole tree -Resave the scene with _uv suffix -Then I put all the branches straight using vertex manip -UV each resulting cylinders -Export the UV map -Reload it in the original model. Always worked fine
  9. or you can use MY TUTORIAL.
  10. If you dont have a UVW map, all the coordinates are at 0,0,0, which means at the same place and that's why its all white.
  11. Couple of models I made. Got alot more not shown here. All for NightFallmod.
  12. I made a UVW mapping tutorial : HERE
  13. hmm.. that UV program will get you pretty lazy... but anyways. I personally use Gmax, then export to MD3 -> Milkshape then to SMD -> Compile to HL2. But that's because my computer cannot handle the full 3Ds MAX. Then Photoshop to skin. I MANUALLY unwrap my models too
  14. Farles

    de_corse

    fuckin awesome. Finally some custom content.
  15. GJ with the 20D, What lens you got on that? (I work in a photoography store...)
  16. A few tricks I've developed and researched over time, dunno if you guys already discussed about it: -In the same tree/sort of tree, the angle the smaller branches form with their parent branch is always the same, or very close. I'd say +/- 10. Nature made thing pretty mathematical, its very interesting. This is good for both Dead and healthy trees, except old and dead trees will have some of their branches having a tendency bending towards the ground. -Not only the angle, but the subdivision is typical to each sort of trees. It will vary from 2 to 5, most of the time 2 or 3, but check to be sure if it's a tropical tree. -Also the reduction percentage in a subdivision is typical to each tree family. Example: the 2 smaller branches coming out in the subdivision will be 30% smaller than the original branch they are coming from. These are the main things to consider when making trees, dont think I just invented them to make it harder, my father is a plant specialist, I read a couple of his books before making my real first tree in 3D.
  17. huho, I think someone's gonna need to check my UVmapping tutorial... http://www.interlopers.net/forum/viewtopic.php?t=2173
  18. Well since NightFall release is not planned for tomorrow, I'm showing ppl what I'm working on.
  19. all made in Gmax, exported to Milkshape then to HL2. Textured in Photoshop. Ya, I could show flats
  20. just place 1 bone anywhere on your model and $staticprop command will collapse tem at 0,0,0. and yes you do need an idle animation for static props, physics too, even if its only 1 frame at 1 fps. Could you copy your QC and the error StudioMDL gives here plz?
  21. Thx Guys. @Pericolos0 HLMV doesnt want to put the texture to high-res because it thinks my computer cant handle it (well almost, got a GF2 MX400...). If anyone knows how to bypass this and get high res textures in HLMV, send me a word plz.
  22. Heyo! I'm new to these boards, just showing what I've made so far for NightFall Mod which I'm currently working for. Models are shown in HLMV, textures are pretty low res 'cause of my config, they're 8 times that resolution normally (512x512 for most of them) All modeled, UV, textured and compiled by me Made some more but not shown here.
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