DysPatch
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thats great! reminds me of that cartoon tv show Street Sharks.
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Chells Legend - First 2 mins Trailer Release!
DysPatch replied to General Vivi's topic in Level Design
guys, i think hes just being silly. -
Yeah, it seemed pretty deliberate. I mean, maybe I am in the minority when it comes to not watching porn when I map.
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im confused, I saw that as well.
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I like the planet with the disc, because its nice and subtle, and just fits the atmosphere better (with the layer of cloud/fog on it).
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You are the absolute best when it comes to finding tutorials. Do you have like a huge library of these? I just recently started building a bookmark folder that now have so many tutorials that you have recommended, that I actually need to start organizing it into sections.
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Awesome! Thanks for the link.
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You are awesome! Bookmarked all of them, thanks a bunch!
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Hey guys, Mainly, I have been just doing level design with the Source engine and have recently started playing with the UDK. However, I would like to give texturing a try, and my only experience with it has been creating tileable environment textures from a photo source (using clone, sharpen and offset, really basic). I would like to try re-texturing a CS:S player model, but I am having trouble getting started. I am going to try to change the GSG9 model to use an ACUPAT texture, so I have saved some references and now I need to get started on the diffuse. So I guess my question is, do any of you know any particularly useful tutorials about getting started with cloth texturing, or just texturing in general? Thanks in advance, Dan
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I know exactly what you mean. Coming from Hammer, I expect everything to snap perfectly.
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hmm, didn't you say that you couldnt see kotaku as well? Try moddb: http://www.moddb.com/mods/firearmssource/videos In anycase, the trailer isnt as important as giving the mod a shot
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Haha, yeah rock music and video distortions not included.
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Hey guys, Just wanted to give you all a heads up about our Firearms Source 1.0e Release. It is a whole new game compared to our initial releases. You can check out our trailer below, as well as view our massive changelog. Let me know what you guys think! Website: http://www.Firearms-Source.com Downloads: http://www.firearms-source.com/index.php?page=downloads Cheers, Dan
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Very cool! How did you go about doing the mirroring? I am thinking of working on an SC2 map myself, but I am wondering if there is an easy way to mirror sides, or if you just have to do it by eye. Anyways, I have been working on my lighting techniques with the Source Engine. I am trying a method using a desaturated 'light' entity supplemented with a darker more saturated 'light_spot'. I think it creates a pretty nice effect. In the screenshot below, I have a desaturated yellow light, with a darker orange spotlight. Thoughts on how I can improve it?
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yeah im trying to learn blender myself to work on an indie project, just trying to get used to it. its very cool to see what great stuff people can make with it. how long have you been using blender?
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wow you made that in blender? awesome stuff.
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Nice stuff, just bookmarked them. I gotta start using 3D Studio Max more.
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hi5. didn't even register in my head that he was talking about hammer.
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"$fullbright 0" You are missing two quotation marks, but you shouldn't even need that line in the first place. Just removed that line and you should be fine.
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Wow that projected texture thing looks amazing. Unfortunately the mod that this is for is on the ep1 engine. I agree with all your constructive criticisms. Thank you for that, looks like I have work to do (once I fix my computer).
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Fair enough. I moved/removed the barbed wire and added displacement to the buildings edges for snow and created a little snow trim overlay as a substitute for modifying all the textures in my map
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Looks good in the thumbnails. It is a bit more courteous if you link us to the full size images though, so that we dont have to grab them off a different forum. So I hope you don't mind but i linked them here for the others. So for the crits: I like the deep red color in the first screenshot, but the broken wall could use for some detail (more triangles for a more convincing break, and maybe some displacement for rubble) I am not sure if I like the fog so much (might be the color, maybe make it more yellow/orange for sand/dust) Third shot, can't tell what the dark area is on the ground, I am guessing its the road, but it looks odd from this angle) The rest of the outside is looking rather nice, though some areas under the shadow seem a bit dark Definitely love the bridge, I dont know if thats a custom model or what, but it looks great. And for the last shot, the area where the bridge meets the displacement cliff looks a bit odd. I suggest adding a little platform it connects to, rather than stopping abruptly in the cliff.
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Well in war time, or at least in WW1, they used barbed wire to funnel enemy troops into MG fire, so they could be used to force the flow of enemy troops. I am working on desaturating the brick textures at the moment. I should have something soon.
