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Everything posted by IrocJeff
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just getting ready to post up this one....
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https://www.youtube.com/watch?v=UrMdnR5duR4
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I have all the shaders someone made for me a few years back both for the textures itself (dirt/rock) and the blending shaders. I'm going to reuse those to start texturing my new terrain, but, with different textures. Do the blended textures have to be in .TGA format? Also, here is the shader for one blend and for one of the alpha thingy's. The alpha's range from 0,25,50,75,100. Is there anything that should be added to this to or to make it better or is this basically it for terrain blending shaders? { qer_editorimage textures/icestationwampa/darkrock_dirt_blend.jpg q3map_nonplanar q3map_shadeAngle 75 { // Primary map textures/icestationwampa/dirt.tga rgbGen identity } { // Secondary map textures/icestationwampa/darkrock.tga blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex rgbGen identity } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO rgbGen identity } } textures/icestationwampa/alpha_0{qer_editorimage textures/icestationwampa/alpha_0.tgaq3map_alphaMod volumeq3map_alphaMod set 0.0surfaceparm nodrawsurfaceparm nonsolidsurfaceparm transqer_trans 0.7}
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Here is a shot of the level from the view of where the manor house will be. Outside the of the yard around the house and some land around the barn this is pretty much done for playable outdoor area. The manor house is going to look similar to this. The first and last image of this place (in the link) are what I'm using for reference for the house and the road towards it. http://www.dordognerental.com/rental-properties/manorhouses/near-bergerac/le-bourdil-blanc.html Now I am going to have to get the blended textures created for the grass/dirt and dirt/rock and whatever else.
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Here is a bit more terrain added in. Behind the barn in the field will be a vineyard. Blame it on the TNG episode I saw Saturday where Picard visits the family vineyard on Earth The raised area behind the wall in hte middle of the image will be trees. The road will make a left turn and work its way up to a manor house. There will be a path the player has to take and ways will be blocked and stuff but you get the idea. This map will take place at night time as well. I'm making the playable part first. and then going to go back and build the non-playable parts. 1400 brushes total so far which I'm pretty happy with.
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An imageless update, but things are going well. Starting to work on the road from the barn to the manor house. The field will now be a vineyard. Decided this would work well with a manor house. I raised the barn about 40 units higher than the road, so the path from the barn to the road kinda angles downward and gives the road a lower look even though its flat, but bumpy. Until i get blended textures made its going to be rather difficult to show how its supposed to look but i may post an image later on tonight.
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No, I just have the "Start_On" box checked as this is to be run constantly. Only thing I could think of is to start over and build it all again. I don't remember what tutorial I used when I made mine. Even though this seems to be for a platform, its basically the same concept. See if this tutorial helps you out any. You're probably doing something really small wrong that is messing it up. http://z14.invisionfree.com/LK_Studios/ar/t15.htm
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I apologize for that. I cut most of the brushes out and re posted the map file again. https://drive.google.com/drive/folders/0B_HRn54BTmRDNFVrY05WTU4wb1k?usp=sharing
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a repulsor lift tank maybe, not a sherman! Its slow going creation wise but the terrain is really smooth. I'm working on more of it now and just going section by section.
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This is someone's conception of the creature in HP Lovecraft's "The Dunwich Horror".
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I've redone this section a few times and now I'm pretty happy with the design. I made terrain brushes in 64x64, 128x128, 256x256, and 512x512 which allows me to pretty much do what I want wherever I want. This is all about 500 brushes in the image below, including the barn and wall which is 10x smaller in brush count than the images i posted last time. And, its larger. Behind the barn is made from terrain brushes as is the furthest left section as you can see. The non-joined brush there is a 512x512 in the bottom left. A stone wall will go around this field and it moves up and down with the elevation of the brushes as well. I've also been messing around with making trees from brushes and they aren't too shabby for distance stuff. I'm trying to see if I can use the same technique to make shrubbery to use as a border like in the Call of Duty Games. From here there will be a road to a larger chateu or manor house then to the trenches. So, that is how I'm going to tie all this together.
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https://drive.google.com/file/d/0B_HRn54BTmRDc2ZNTEtQc2g3NW8/view?usp=sharing Here is the .map file of the sixth map in my project. There is an area like a warehouse near the start of the map that has a conveyor belt and has the func_train setup that works. When you open the .map file it will be on the left side of Radiant. Take a look at it and see if you are doing anything different.
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Are you going to use this in a cutscene perhaps ?
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I planned on making a small canal off to the side of this location and maybe having a pipe come from the canal to a pump in a shed at the back of the field. Then, running some pipe into the flooded field. I'm probably going to follow that tutorial here regarding the clear water shader in the tutorial section. I'll keep posting new images with new textures as I find them as the building continue. Also, it is going to rain. This is a rainy, overcast planet so weather will come in to effect in all the maps outside. Worse comes to worse I can do snow but I'd rather rain and green stuff.
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I need trees, plants, bushes, ect... that's the most important.
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I'm not looking for Star Warsy but post up some links to images if you can.
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So here is some quickly textured stuff that I'm working on. These aren't blended textures and are just stock, in game stuff for now. I plan on doing something with the field. In between the water is a raised part a few units high which I want to put some sort of vegetation growing in a row. The stock models suck for this so if anyone has anything that would look good here send it my way. I'm not sure about keeping the water it is just there to show some height difference. Here is a shot of the barn and side yard. In front of this will be a road and some more buildings. I'm probably going to make these buildings mostly stone since it seems that I can find more free stone textures than anything else like worn plaster. I'll probably frame the buildings in wood which should give them a good look.
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That's a pretty neat tool there but by the time i learn it I can do all i need with Radiant 1.4 Just for an update I'm working on the back end of the house where this map will start. Its going to be a sorta rice paddy type thing. I should have some stuff textured and compiled later on tonight.
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I'm going to ask this question here. What IS possible with animations in regards to guns? Just upper body?
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Old usually means easier. hehe. Well, lots of reference images anyhow. A lot of Star Wars locations are real world and I always wanted to do a WW2 theme so this was kinda the best of both worlds. Since my last post I've been tinkering with terrain around the house and its going slow. I'm going to cut down the size a bit more and it should look better. From the barn in the above image there will be a small farmed field behind that and another building, like a large shed or something. What I'm not sure is the borders of the terrain. I'm thinking hedgerows and stone walls along with trees and stuff.
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Got tired of working on the bunker section this week and started some buildings instead. The bunker isn't too big at all but I just wasn't inspired enough I guess. I found some neat 1/72 scale models of french houses and barns on Google Images so I've been using these as the references for some designs. Textures, that is another story. hehehe. That is why the barn in the image below is still caulked. Stone, wood planks, no problems. Siding/Stucco .. that is another story. So, I'm looking for any suggestions. The shot below is just a small barn with a little walled in area off the to the side. I plan on having some sort of planted field around it and maybe some open pasture land.
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I just got done testing it out. It works under JK:Enhanced as well. Its a really neat concept overall. I think I made it to the third round over a few attempts. Loved the thunder and rain but I think a lighting bolt got me when I had little energy left. hehe. It was either that or that or that purple blast from the one gun. The disruptor is it? I did notice that many of the NPC's chased me and sometimes ignored the stormtroopers at times. Also, it would look a bit better with more rounded mountains. Other than that well done. I enjoyed it so far.
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Major PC modifications, would appreciate feedback!
IrocJeff replied to McGroose's topic in Art, Media & Technology
Don't re-use the case as you'd probably benefit from the better airflow with an aftermarket one. You don't have to go overboard but 35-50 bucks more isn't going to kill your budget. Gigabyte makes great motherboards but I'd not get the micro ATX one. Two more RAM slots and an extra PCIE slot might come in handy down the road when one of those slots craps out on you and you stuck with no PC for a while. You won't need the network card as the motherboard has that built in. You may also not even need the sound card as the onboard sound is pretty good. The i3 is a nice processor but you'd want to go with an i5 or greater for games. You can also wait a bit and see what AMD releases later this year with their new processors. You really don't need a cpu cooler so put that money into a good case with decent airflow ( side fan and one out the back ). Your powersupply is a good one. I have a coarsair 750 watt one. What's the amp rating for the 600 on the 12v rail ? Do you know? Check out Newegg.com for parts and stuff. You might find some good deals there. -
Finally got this section 99% complete. Learned quite a bit about hand shaping terrain just by building this section. Since this will be a grassy area I still have to round the tops of those mounds a bit more and make the terrain above each bunker entrance. The textures will probably change although the wood trench walls I kinda like. Trying to find a decent, worn, concrete wall texture for the bunkers. Going to work on the inside of one of the bunkers after this.