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Boothand

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Everything posted by Boothand

  1. Would be nice to have multiple desktops on Windows*
  2. I think he looks a bit like a mixture between Alice Cooper and Libby from Lost. That's not bad though. Love the overall cheesiness, like the enthusiastic laugh mixed perfectly into "Great!". Anyway, would be very nice to have multiple desktops.
  3. Cool drawings! But I would personally prefer a bit more contrast between the buttons and the background.
  4. I did make a time machine as you requested, but it's a bit buggy. Ended up in dinosaur land. Can't get back. Think I forgot an if-statement. Need @@Xycaleth to fix the code. BRB Pterodactyl.
  5. For how long have you had it? That's quite close to 2 months of game time!
  6. Well, you could make a caulk brush into a func_door and give that entity a model to display in its stead (model2), like with func_statics, if you want to use a model. And I think you might need an md3 conversion for it to move (or to display while moving to be accurate), but I haven't tried with doors, so I'm not sure.
  7. Well, an .ase model won't be solid, so you'd have to make custom collision. Like I showed you once, you can use the method where you make a static caulk brush and specify a model to display in its stead, if this is what you mean (in which case, you'd need md3 for a moving object IIRC) I think this is a stunning example of detail in GtkRadiant: http://jkhub.org/topic/1120-moonbase-labs/?p=26440 I suppose it was made in a large scale, then made to .ase and shrinked, otherwise correct me! @@Szico VII
  8. Boothand

    Reek

    Totally new model? Coolness!
  9. @@DT85, you could try to make the offending areas into func_groups, and add a _lightmapscale key with a value lower than 1 (the default) to them. Also, have you tried different settings on the light entity casting the shadows?
  10. Hmm, can recall a few times it has happened when I only compiled a -meta without removing the old one compiled with -vis and -light etc. I'm pretty sure it has replaced them as well before though, so not sure what's causing it...
  11. The ceilings look kind of overly lit, from these screenshots, primarily the two first ones. I wouldn't expect bounce light to be that strong. Where is the light source(s) in screenshot #3?
  12. In worst case scenario you could probably just as well rip sounds from Master Betty from Kung Pow Sounds just about right.
  13. Hmm, wouldn't the lightmap being baked into the level prevent shadows from objects from being cast onto the model?
  14. Here's what I have so far, but not looking all as good as I had hoped, at this moment. The texture has some way to go still. Might change some things around in the UVs too. Haven't implemented that much scaliness yet, but didn't see so many in the face on most Bossk references. The geometry should be fine-ish though. The vertex count of the neck matches the original, and total 1,108 polygons after triangulation (561 vertices). Sketchfab link. Texture link. Reference: http://www.loresdelsith.net/universo/cr/bin/bossk02.jpg Edit: I realize I should make the face take up a lot more space in the UVs. Also for some reason I almost always end up with some unsmooth texture. The colors don't fade well into each other. I think it's because of Zbrush somehow.
  15. One of my projects here is based directly on Bossk. http://jkhub.org/topic/4493-trandoshan-variant/?hl=trandoshan If there's interest, maybe I'll do some more on it this week.
  16. I didn't technically have a thirdparty antivirus when I caught the flu. Uninstalled avast some time ago after getting really annoyed at it consistently blocking an important dll file during installing Maya. But have installed it again now, done a long booted scan and also used the Malwarebytes link and got rid of something at least, thanks Circa! So it *feels* like it's gone at least.
  17. To get a gradient light, you can adapt this shader: (To not have it flickering, simply remove the animmap line) Two gradient .tga files with an alpha channel like this (and this) was used here: They can be textured on a simple re-shaped box.
  18. Is there anything we could... do... to.. ease the progress? Can I get you anything? Write you a song about rend2? Post screenshots of pretty objects? ^^
  19. I'm extremely unsure what caused this. I haven't downloaded anything shoddy. But all content in my Chrome browser is now infected with an army of ads, most links are replaced with links to some site that asks you questions or trick you into a trap ("Ads by TOpdeal"). At first I thought it came from some links I clicked in a PM IrocJeff sent me about md3 models, but after that it seemed more like they were already on my PC rather than coming from him. Anyway, I followed a guide to get rid of it, and didn't find all I need. It mutates into a lot of deep folder structures and was supposed to be in the registry even, but didn't find it there. Should I try to do a system recovery or how far should I go? Apparently it likes to steal passwords and credit cards, I've read.
  20. Welcome!
  21. Nice! That face on the wall looks interesting.
  22. Maybe you could use gradient spot lights somewhere. I made a shader for a slightly flickering spotlight once if you're interested. I could make a statue/sculpture if you feel that fits the art collection. (If so, what kind?)
  23. You can select .ase type models from a drop-down menu when selecting the misc_model. If the texture doesn't show up, it should still show up in game, if you've activated the shader. If it bothers you though, it's possible you could rename the texture to the name of the shader, thus it should display correctly in the editor while also assigning the shader to it. Here's a self-made (based on a picture I took) snow-texture that tiles very well: @@AshuraDX, if you're making other snowy textures, feel free to use or tweak that if you like it.
  24. I love your ideas. Would be a total rebirth to have these elements in the campaign.
  25. Whoaaa. It looks great. Really surprised this worked so well. Is it just many animmaps? Doesn't the sun itself look a bit strange though?
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