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Everything posted by AshuraDX
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Atlantis and other projects + Playable Alpha
AshuraDX replied to Sting's topic in WIPs, Teasers & Releases
@@Sting It's not my program. I'm working on a script based plugin that adds a .map exporter for geometry and the option to configure and export Entities along with the geometry to to Autodesk 3ds max, a professional 3d modeling suite. Because 3ds max can be used to create geometry for any engine that uses a format it can export to - the answer is: yes, you could use this for multiple engines. -
Atlantis and other projects + Playable Alpha
AshuraDX replied to Sting's topic in WIPs, Teasers & Releases
@@Sting I'm not exactly a experienced mapper. I just happen to be developing a new Leveleditor that integrates into 3ds max, as a replacement for GTK Radiant. I'd recommend you try the Brush Cleanup, that may get rid of it. -
Atlantis and other projects + Playable Alpha
AshuraDX replied to Sting's topic in WIPs, Teasers & Releases
@@Sting keep working with clip brushes. The autoclip function works by creating a clip brush per face of the .ASE and thereby creates an unnecessary amount of BSP data on compile. This does not only increase compile and load times, but may also decrease the ingame performance. -
Opera Map from revenge of the Sith
AshuraDX replied to Delta-573's topic in Mod Requests & Suggestions
It does not make the creation of this opera map impossible though. It just requires a lot of planning and optimization. -
Atlantis and other projects + Playable Alpha
AshuraDX replied to Sting's topic in WIPs, Teasers & Releases
@@Sting what does your workflow look like currently? You said you use a lot of ASE models - are these models made from converted brushwork? Do you use the "make solid"/autoclip spawnflag for your collisions? -
Atlantis and other projects + Playable Alpha
AshuraDX replied to Sting's topic in WIPs, Teasers & Releases
That sounds about right. -
Opera Map from revenge of the Sith
AshuraDX replied to Delta-573's topic in Mod Requests & Suggestions
Unless you use a skyportal to create that skybox it will be a rather difficult task. And using a skyportal requires that geometry to be a part of the map. -
Shit. This is kinda brilliant. Workersongs and blues meet Atmospheric Black Metal. Holy shit. @@Bek I got the feeling you will love this.
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Atlantis and other projects + Playable Alpha
AshuraDX replied to Sting's topic in WIPs, Teasers & Releases
This is looking fantastic! Transparency overdraw sucks a lot of performance, indeed. You could try to make your Windows md3 models and use an opaque texture on the second LOD. That'd require them to be misc_model_static though, unless q3map2 bakes LODs for misc_models. -
horizon blending, shader clashing problem with dot2product
AshuraDX replied to Lazarus's topic in Modding Assistance
that is odd, can you do me a favor and take a screenshot with r_shownormals on 1? -
As I understood it the nodraw shader is used where two waterbrushes meet vertically. If those are all of your water brushes, you may not need to do that.
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@@JAWSFreelao Take your time on this one. Don't rush it to a more or less finished state and wait for feedback once you completed the modeling stage. Give us some shots of the model with enabled wireframe overlay.
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https://www.humblebundle.com/store/brutal-legend For those that like Metal, Jack Black or just ridiculous games in general - there you go. Brütal Legend is freely available at the humble store for, from now, on 44 hours.
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Oh. You could technically. it's just not as easy as pressing a single button
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"on axis" ? what do you mean?
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Script Not Saving But Still Loads in Behaved
AshuraDX replied to IrocJeff's topic in Coding and Scripts
I save all modding related stuff on my secondary E: Drive, that helps with this kind of problems -
Script Not Saving But Still Loads in Behaved
AshuraDX replied to IrocJeff's topic in Coding and Scripts
That may be fixable by running BehavED as Administrator -
Script Not Saving But Still Loads in Behaved
AshuraDX replied to IrocJeff's topic in Coding and Scripts
Is the file "hidden"? -
here's a neat collection of tutorials and explanations on the matter: http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling That'd require various code mods to be supported and actually work ingame.
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@@Corto I'd highly recommend you take a stab at Sub-D modeling. Make a nice high poly mesh, do two retopos (for your world and viewmeshes). Then bake and texture the viewmesh in substance painter and once that is done to oyur liking simply transfer the materials over to the worldmesh via substances reprojection feature. That is what my Workflow looks like nowadays.
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@@JAWSFreelao I see, The base texture is not too bad - did you take it from the ent or did you follow that tutorial I sent earlier?
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why even bother with any texturing before the model is done? I get testbakes - but you are working entirely traditional and just do everything in Photoshop/Gimp, so why? Most of it will have to be redone anyway.
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[WIP] Q3ME: a 3ds Max Level Design Plugin
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
Yes. It very well may do that. I'm only missing bits before it can fully replace Radiant. The problem is that one of these still missing things are brush texture coordinates - which are a rather complicated topic when looked at from texture coordinates in 3ds max. -
Is possible convert this Phase 1 clone helmet?
AshuraDX replied to Javitolo98's topic in Mod Requests & Suggestions
It will be a while until I find the motivation to work on more clone stuff. Modeling clone armor variations is kinda boring after all. -
Bug: A part of my frankenstein appears hollow
AshuraDX replied to VectorHabibi's topic in Modding Assistance
@@VectorHabibi the normals on that mesh are inverted, flip them and the problem should be fixed. You'll have to look up how to do that in Blender - I use 3ds max and have no clue about Blender.