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Everything posted by AshuraDX
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you got mail @@Jango40 !
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check your pms @@Sentra !
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and there the first key goes, check your inbox in a min mate read your pm'S about Crysis 2
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hey guys , I still have Steam and Origin Keys for the complete Origin Humble bundle left I thought I could do a little give away here , I originally bought an extra copy in order to have one incase a friend of mine missed the chance of grabbing it as that's not the case , I'll simply give them away for free here here are the keys , a little guide on how to read those : Steam key|Origin key if a key is given away i'll change the labels to : Steam key-@Owner|Origin key-@Owner Dead Space-@@Darth Futuza Dead Space-@ Burnout Paradise Ultimate box-@@Rosh Penin Burnout Paradise Ultimate box-@ Crysis 2 Maximum Edition-@@Rosh Penin Crysis 2 Maximum Edition-@ Medal of Honor-@@Sentra Medal of Honor Mirrors Edge-@ Mirrors Edge Command & Conquer: Red Alert 3 - Uprising-@ Command & Conquer: Red Alert 3 - Uprising Battlefield 3-@@CaptainCrazy Dead Space 3-@@Sherwood Populous The Sims 3 + High End Loft + Late Night & Date Night DLC-@@Jango40 just post here to let me know what you'd like to have IMPORTANT only request 1 game at a time , If you want to make 2 requests at a time it's allright but if someone else requests the second title the same day he/she will get it as you allready got a game from the list I'm doing this to give everybody a fair chance also please DONT Edit your posts to change/add game titles
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implementing a saber system like mine should be possible I guess but I think it'd require serious coding work if anybody feels up to that , my saberbuilder assets are free to use
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dear god chalk , use splines for those swirly things
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the speuclar texture changes the color and brightness of surfaces on the model when they are lit
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I'll drop in all of my hilts you would like to include and if you got soemthing specififc that seems itneresting enoguh for me to model I might get to it
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Instead of tinting the diffuse blue i'd tint the specular and eventually environment(gloss) maps slightly lightblue(-ish)
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waaaait a second , you dont happen to be from germany do you ?(sorry for derailing your thread @@Rage) better just pm me with an answer
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new species might indeed be the lesser problem here , I could drop my devaronian in for example..reminds me I still have to put his head on the hm_male model
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it's on hold , I kinda lost interest in working at this model for the moment
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model , will be combined with effects to make it more believeable , I might retouch the modeled part though but I'm busy with school stuff atm
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I was referring to the fire part and Ithink my texture could definatly use some touching up
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you can use either Overlays or another method Szico has shown me , which I havn't really used yet I'll dig up the shader for ya , this was supposed for a puddle one of the barrels I made for szico should leave in the map but somehow the decal effect didnt show up , while the shader itself worked fine when applied to a patchmesh in GTK gfx/moonbase_labs/puddle_decal { qer_editorimage gfx/moonbase_labs/puddle surfaceparm trans polygonOffset q3map_nolightmap { map gfx/moonbase_labs/puddle alphaFunc GE128 depthWrite } { map gfx/moonbase_labs/puddle_env blendFunc GL_SRC_ALPHA GL_ONE depthFunc equal glow tcGen environment } }
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is anybody feeling like texturing my flaming skull ? I'm to lazy to do so atm
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I just recently gave an example for what you wanted help with in this thread http://jkhub.org/topic/2575-making-env-mapsshiny-for-weapons/
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wrong the specular texture is the texture that blends in when a surface on the model is lit strong enough
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ofc there is somebody'd just have to model a few armro parts , match them to the skeleton and voila , you get living armor
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Replace Tavion with a skin of Starkiller?
AshuraDX replied to hka1894's topic in Mod Requests & Suggestions
here's the cheap way for getting voiceclips from games : 1. get fraps or any other game recording software (I can recommend Xfire as it's free) 2. start whatever you chose to use and the game you want to get voice clips from 3.in the game's settings disable music and soundeffects, so only the voice is left 4. play the game and record the cutscenes or whatever you want to get sounds from using your recorder 5. once you're done , stop recording , exit the game and covnert your video to a mp3 file , just look for a video to mp3 converter 6. now you'll have to cut your hgue mp3 file down to smaller pieces containing only the lines you want and save all of them as mp3 again , I'd recommend using audacity 7. done ,I believe you can figure the rest out yourself -
Request for a skin and lightsaber of my SWTOR character :)
AshuraDX replied to hka1894's topic in Mod Requests & Suggestions
just for everyone , I'm at it , kinda I'll stuff it somewhere inbetween homework and workout not sure If I get to it today -
might look good , might not you'll have to try that but all texture must be power of 2 size
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@@CaptainCrazy nothing , really just the file names and you mgiht want to play around with the alphaGen const value for your env map
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it's all in the shader files , I'll document one or two of my files for you Edit : there you go , If you need further help let me know models/weapons2/illrian2/w_saber <- target texture path , it doesnt have to exist as an image but your model has to load this texture for the shader to have an effect { q3map_nolightmap { map models/weapons2/illrian2/w_saber <- texture path for the first stage blendFunc GL_ONE GL_ZERO <-default blendfunc , no Transparency rgbGen lightingDiffuse <- makes this stage the diffuse stage of you shader , in 3ds max this would be your diffuse/color map } { map textures/common/env <- texture path for the second stage blendFunc GL_DST_COLOR GL_SRC_COLOR <- blendfunc that works similiar to the "Overlay" blendmode in photoshop detail <- prevents this stage from being rendered from far distance alphaGen const 0.5 <- I think you can guess what this does , if you dont this sets the stages opacity to 50% (I use this to tweak the intensity of the shine) tcGen environment <- This makes the stage an Environment map , which is exactly what you asked for } { map models/weapons2/illrian2/w_noshine blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA <- Soft-Edged alpha default blendfunc , this stage overlays parts of my now glossy Texture to cover the gloss effect in some places rgbGen lightingDiffuse } { map models/weapons2/illrian2/w_spec blendFunc GL_SRC_ALPHA GL_ONE <- I cant tell you more about this than that this blendfunc is usually used for Specularity stages , I havnt experimented with changing this detail alphaGen lightingSpecular <- only draws this stage when the surface is lit bright enough , (makes it a specular map) } } I got one more for ya models/weapons2/w_starkiller/red { q3map_nolightmap cull disable { map models/weapons2/w_starkiller/diffuse alphaFunc GE128 <- Hard edged alpha , above 50% opacity will be opague and everything below will be fully transparent blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/weapons2/w_starkiller/cr blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen lightingDiffuse } { map models/weapons2/w_starkiller/specular blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } { map models/weapons2/w_starkiller/ir blendFunc GL_ONE GL_ONE <-this blendfunc gives you alpha depending on the brightness of your texture map , white = 100% visible , black = 0% visible detail glow <-this enables dynamic glow } }