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Posts posted by AshuraDX
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@@minilogoguy18 @@Corto @@Psyk0Sith
any major crits before I continue ?
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@@ChalklYne pretty much everything you were given i nyour thread , I'm using that "compilation" shot with various angels for my rotoscope
which I jsut use to get the basic shape , the rest is captured by looking at th eother higher res ref pics
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Well as @@ChalklYne is still strugglnig with his starkilelr model after nearly a year I thought I'd see what I can ome up with for starkiller
so ... uh does this look like him to anyone ?
it's far form being done anyway
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ChalklYne likes this
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that's actually not a bad way , I think
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@@Botdra if you're just gonna alter the texture paths for this , yes just pure black images
blendFunc GL_ONE GL_ONE converts the birghtness of oyur texture to alpha so a completely black image will be 100% transparent
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also very nice :
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hm might be useful when checking for fileversion or something but otherwise I odnt think there'd be much use for it
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ah , the moonbase doors my best friends
I dont know how often they slaughtered me
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so you basically tried to place a bunch of trails up to shape a ring ?
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may I see your .efx file ?
dependign on how it'S built I might have an idea
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finally got to test it :
works great !
Archangel35757 likes this -
will test the new max 10 plugin now and wil lupdate this post with my result
Archangel35757, CaptainChar and DT. like this -
Tested the new max 6 exporter - the animation gets exported correctly
CaptainChar and Archangel35757 like this -
you should seriously check these guys out , incase you like melodic death metal
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okay will paly around with this
I want to achieve a glossy oil puddle decal for an efx file so I can scrap the lightmap I guess
EDIT: I got this , and it doesn'T look like it's working in ShaderED2...
gfx/newfx/puddle_decal { surfaceparm trans polygonOffset q3map_nolightmap { map gfx/newfx/puddle_mask alphaFunc GE128 depthWrite } { map gfx/newfx/puddle blendFunc GL_ONE GL_ZERO depthFunc equal rgbGen lightingDiffuse tcMod scroll -0.05 0 } { map gfx/newfx/puddle_env blendFunc GL_ONE GL_ONE depthFunc equal glow tcGen environment } }
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Hey there everybody , I basically have the following problem :
I got to apply an environment map to parts of a texture
I cant use overlays in this case so is there any way to maks an environment map ?
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I think he's declaring a variable named "tmp"
but I'm no scripter so I cant tell for sure
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Made some tasty new Barrels for Szico :
Boothand, Szico VII and CaptainChar like this -
something jsut came to my mind.... do you think It'd be possible to port your skeleton to 3ds max via crosswalk ?
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I bet most fo you know
anyway I just found this awesome cover
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finally.....
I scrapped my skeleton and rebuilt it
and now with my new skeleton I succesfully got a test aniamtion to dispaly correctly in modview , thanks to everyone who tried to help !
CaptainChar likes this
my attempt on Starkiller
in WIPs, Teasers & Releases
Posted
@@Corto
ofc , forgot to attach that
the side of the nose looks quite funky in tht shot but it's allright