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Everything posted by neotic
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Cool thanks man! Yeah, I think you're right! "Awesome" not only sounds a little cheesy but I shouldn't praise my own stuff like that.
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Hi mapcore, Just put up the final screenshots on my portfolio. Just hoping to get some feedback and comments so I can improve it before GDC. http://www.williamtylerbuser.com Thanks!
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Wow just had a flashback... I was checking out your portfolio because you're working on Natural Selection 2 which I can't wait to get (on Steam... don't trust myself with Direct Downloads anymore) and saw dm_drift. Gosh... I remember when that was a work in progress... seems forever ago. These forums are like time capsules sometimes.
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Little ditty Gears of War level.
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This is a short walkthrough of an Alpha level I will be updating soon. With pure mapping I/O scripting I've turned the Crossbow in to a staircase/bridge/shit disturber builder, use it to scale new heights and cause all kind of hijinks! http://www.youtube.com/watch?v=XTLGjDW5ahA Youtube embedding seems to be broke. The barrel factory where shenanigans ensue http://www.youtube.com/watch?v=http://www.youtube.com/watch?v=XTLGjDW5ahA
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I've been mapping in HL2 as long as anyone... but I've never got an answer... or just dealt with with this problem... but it seems to me that smoothing displacements is off. Smoothing on Face Normals on a horizontally laid displacement works just fine. But I'd love to smooth out on the X and Y axises and fail every time... when you do it they vertices clump together and bulge out rather than being evenly distributed. Does anyone know a way around this or am I attacking the problem wrong? Mmh ?
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http://www.fpsbanana.com/maps/99529 A medium sized CTF map I made last week. Its my first UT3 map and had a great time learning. I've listed it as Beta and appreciate any feedback!
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Good question and suggestions! I need to find a way to make the distant rocks that hide the horizon blurry while making the sky distinct. Would I make the skybox smaller? I wanted to make it so that from a a base, the other base was slightly blurry. Maybe that's impossible without the bad side effects. Thanks!
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A little something I made this week. What'dya think?
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Little something I made.
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Love the blue skaky. Gang walks for the win. Thank zeta, proof i shouldn't post late late at night lol. I just noticed in the second picture too that one of the window frames models is lit irregularly too. Thanks rt, it started out as a Mediterranean villa... it still has water below the cliffs.. but now I'm toying with the idea.
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Just a little update on this forever work in progress lol.
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Am I correct in assuming that increasing the values of the water_lod_control will move that black shadow-thing further back from the camera? And some pews!
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I'm a having a related problem, thought it was best to post here rather than a new thread. Anyways, I've been on vacation lately and I just got back. I open Hammer and it loads fine. I open a .vmf, the loading bar progress and bam, Hammer just disappears. If I reopen Hammer it asks me if I wanted to load the last vmf that didn't save correctly. If I do that it crashes again, tried this with several other vmfs. Any solutions?
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For some reason when I make a collision model for my model, for this one particular model, I get these static lines in the model viewer, as well as the collision model. I wouldn't mind them if they didn't completely negate the collision model, in game the collision model is non-existent. As seen here, big static lines. Those long red lines that don't follow the model are static, they go off the screen and don't change with the view. For kicks I just exported the actual model as the phys box and I got a halfway normal one. So I'm at a loss for what is occurring here. I've rebuilt the collision model twice and it has occurred twice. The collision model is all one object, all with one smoothing group, and with the applied material. Heres my .qc //villa_doorframe $modelname villa_doorframe.mdl $cdmaterials models/villa/ $scale 1.0 $surfaceprop "" $staticprop $body studio "villa_doorframe.smd" $sequence idle "villa_doorframe_idle" fps 25 $collisionmodel "villa_doorframe_phys.smd" { $concave $mass 40 } Here's studiomdl's compile C:\Documents and Settings\William Tyler>"C:\Games\Steam\steamapps\wtbuser\source sdk\bin\orangebox\bin\studiomdl.exe" -nop4 "C:\Games\Steam\steamapps\wtbuser\sou rcesdk_content\tf\modelsrc\compiler.qc" WARNING: AppFramework : Unable to load module p4lib.dll! all paths:c:\games\steam\steamapps\wtbuser\team fortress 2\tf\;c:\games\steam\st eamapps\wtbuser\sourcesdk\bin\orangebox\tf\;c:\games\steam\steamapps\wtbuser\sou rcesdk\bin\orangebox\hl2\;c:\games\steam\steamapps\wtbuser\sourcesdk\bin\hl2\ qdir: "c:\games\steam\steamapps\wtbuser\sourcesdk_content\tf\modelsrc\" gamedir: "c:\games\steam\steamapps\wtbuser\team fortress 2\tf\" g_path: "C:\Games\Steam\steamapps\wtbuser\sourcesdk_content\tf\modelsrc\compile r.qc" Building binary model files... Working on "compiler.qc" SMD MODEL villa_doorframe.smd grabbing villa_doorframe_idle.obj SMD MODEL villa_doorframe_phys.smd Model has 3 convex sub-parts Collision model completed. --------------------- writing c:\games\steam\steamapps\wtbuser\team fortress 2\tf\models/villa_doorfra me.mdl: bones 964 bytes (1) animations 112 bytes (1 anims) (1 frames) [0] sequences 220 bytes (1 seq) ik/pose 164 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures 136 bytes keyvalues 0 bytes bone transforms 0 bytes Collision model volume 592500.00 in^3 collision 0 bytes total 1796 --------------------- writing c:\games\steam\steamapps\wtbuser\team fortress 2\tf\models/villa_doorfra me.vvd: vertices 22272 bytes (464 vertices) tangents 7424 bytes (464 vertices) total 29760 bytes --------------------- Generating optimized mesh "c:\games\steam\steamapps\wtbuser\team fortress 2\tf\m odels/villa_doorframe.sw.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 4176 bytes indices: 1728 bytes bone changes: 16 bytes everything: 6045 bytes --------------------- Generating optimized mesh "c:\games\steam\steamapps\wtbuser\team fortress 2\tf\m odels/villa_doorframe.dx80.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 4176 bytes indices: 1728 bytes bone changes: 16 bytes everything: 6045 bytes --------------------- Generating optimized mesh "c:\games\steam\steamapps\wtbuser\team fortress 2\tf\m odels/villa_doorframe.dx90.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 4176 bytes indices: 1728 bytes bone changes: 16 bytes everything: 6045 bytes Completed "compiler.qc" C:\Documents and Settings\William Tyler>Pause Press any key to continue . . . Pleaseeee help. = /
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Yes. Redownloaded everything as well. I'll just wait till they fix the problem like they say they will.
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Its what you wanted right?
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can you upload your ep1 version then so i can try it? i've compiled models all week and just tried a previous successful model and same result! uhh frustrating.
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Is studiomdl.exe broken too? I keep getting "Error: Bad Command {" followed by "SMD MODEL C:\Documents and Settings\William Tyler\Desktop\villa_bookcase.smd ERROR: Aborted Processing on 'villa_bookcase' StudioMDL Thread complete"
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As much as I love TF2 if thats the case then it fails entirely in certain aspects that make TF... TF. I can't imagine there not being a hunted type map in the final release. I won't... can't believe it.
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Does this imply that TF2 will not allow for more than two teams?
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Ohh I thought the origin was linked with the pivot point (or translate/rotate/scale helpers) and it is off center. Well mmh, I hope thats the case. Thanks!
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Hi! Still new to modeling and all... actually I feel a bit like I'm cheating... imported vmf into XSI, trying to save brush faces for the map! Anyways, I've figured out UV mapping and got rid of the faces I need to discard, but I was trying to find out how to translate/move/set the origin of the model peices. Google searches return rather vague results and none really say how to set an origin and XSI help is silent as well. Could someone let me know?
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Feels like Dark City... I like it...
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I'm itching to help your itch.
