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Tempust85

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Everything posted by Tempust85

  1. Nice, I'll set this up. Thanks guys.
  2. But will this override the existing lightsaber stuff?
  3. Looking great! Yeah, guns like this have a lot of parts. I wouldn't worry too much about the world model, just be sure to add LODs. I have a few ideas where to reduce some quality, send me the file if you like and I'll show you which areas I'm thinking. The scope on the view model may need to be increased a bit so it looks more round, but only the piece on the grip end of the gun.
  4. I meant having the player bleed when hit.
  5. Wouldn't have a clue how I'd do it.
  6. Nice work, I'm wanting a ROTJ look + a few variations in skin color & clothing color.
  7. I've read that you use vertex lighting for details/models and leave the rest of the map for lightmap. Is that right?
  8. I'll upload a video once I make the animations. The pig needs a reskin of sorts, I'll look into that later though.
  9. Haven't made it yet, but there will be a small amount of shine for the handle and the blade will have a good amount but not overkill.
  10. Update:
  11. Tempust85

    Reek

    Feet look unfinished?
  12. Update. Consistent colors: Shadows: Modview: Need to make some animations now.
  13. It matches the quality of the rest of the model, I think I'm just being picky.
  14. Update: Tris: 598 Verts: 430 I decided to remove the blade detail seeing as looking closer, it's not in any references. I resized the head a bit to match the reference better. Added a little chip in the blade also.
  15. Update: Tris: 624 Verts: 456 Small tweaks here and there.
  16. I've put a red oval over the area, but I don't mean the area inside the oval:
  17. I just noticed. The only crit I hance for the model itself is the big round things on the sides of the head where the cannons come out, they are too low poly for such a large object. Most likely too late though lol,
  18. I need to increase the handle a tad, forgot it last time. I'll decrease the 'collars' a bit until they and the handle are in sync.
  19. Damn I was hoping to use it with DF2 mod.
  20. Does qeffects work with openjk?
  21. I think there's a surface light somewhere you can adjust in the sun shader. Btw the q3map2 manual says to use samples instead of filter.
  22. I'll try the _lightmapscale, thanks.
  23. Update: Tris: 658 Verts:471 Should be quite accurate now. I know what you're going to say that the axe blade could be reduced, but I've detached the faces on the blade for good shine purposes and I'm still well within my limits.
  24. Yeah, trying to eyeball a perspective reference really sucks sometimes.
  25. I'll post this here rather than post a new topic: Is there a way to reduce the "stair" effect on shadows? My compile line for lighting: [light] -lightmapsize 2048 -fast -samples 3 -cpma -samplesize 1 -patchshadows -shade -v "[MapFile]" Adding -bounce 8 or upping the -lightmapsize changes nothing. Any ideas from the pros?
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