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CaptainChar

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Posts posted by CaptainChar

  1. I generally converted my PNG's to TGA's

     

    example of the shader I used, however if you open the TGA in photoshop, if there is black, it will show black, for my shader to work, the black must not be present and show a checkerboard pattern, this means the alpha is present in the actual texture. figured i'd share the Shader I used:

     

    textures/cvrace/fence

    {

    Cull none

    qer_editorimage textures/cvrace/fence.tga

    {

    map textures/cvrace/fence.tga

    blendFunc blend

    alphaFunc GT0

    depthWrite

    rgbGen identity

    }

    {

    map $lightmap

    rgbGen identity

    blendFunc GL_DST_COLOR GL_ZERO

    depthFunc equal

    }

    }

  2. ive had issues like this, if you use winamp use alt + 3, then delete the IDtags info, the song will 90% play then in game, other wise, the song could have a dynamic sampling rate, it would then have to be converted to a fixed rate, eg :128kbs

     

    Ive also done seemless looping music edits, this requires wav format for best results, but larger file size, you can get the effect with mp3, but there will always be a second delay on the restart of a track

  3. wait, we can do custom skeletons now? where the hell have I been?

     

    And the at-st is the ideal size that id be looking for, maybe a little bigger, the idea is when your in the hanger, the main lift would activate after X amount of time, even during a dual, and the robot would stay in the main hanger but attack anything that entered its range basicly

     

    and If i knew how to change the name.... should have just named it model request :P

  4. im still learning how to use the sun and moon as light sources, everything else is low ambience lighting, and have realistic sources, like lamps, torches etc if you use ambient lighting at all, i'd say keep it low or use the _minilight, as this will give weapons items etc, light effects, its all trial and error for me, to see which lighting gives the most mood etc

  5. I doubt anyone will do this, but I figured gotta ask to find out right? :P

    as anyone whos been following my mapping knows, ive been working on the Death Egg, an area featured in several of the sonic the Hedgehog games and other material.

     

    however It needs one major thing to get my alternate mode, the actual Death Egg Robot, or sonic 2's final boss in other words, form which this stage hails from.

     

    turn this:

    at-st-a.jpg

     

    Into this, for the most part:

    Death_egg_robot_concept_art.png

     

    well you know where to find me if anyone want to take it on, "making calibrations"

  6. All in favour for geth to replace the stormtroopers as Commander Inyri suggested earlier?

    I would say the Geth is dam accurate (currently playing ME3 so im able to compare exactly how you did it)

    the sounds I was taken back, I didnt expect the geth to sound authentic as well, keep making more mass effect stuff Inyri, I maybe persueded to do a mass effect map soon >.> i have some ideas on the table

     

    after 36 geth, and earth rendored in real time, my FPS dropped:

    Note, the Death Egg Hanger isnt complete, but provided a nice spawning area.

     

    PC specs:

    Intel i7 870 quad core at 2.9ghz

    4 gigs 1333mhz ram

    Nvidia (zotac brand) Geforce 430 GT 1gig.

    100 gig HDD sata

    windows Xp 32-bit

     

    shot0005-7.jpg

  7. I agree with Inyri, not cause she outranks me, but In terms of ports, I have decompiled things to see how they worked, eg reverse engineered maps etc so I could see how something was done, I didnt do it to steal stuff, it was more of "hands on learning" but on certain sites, thats severly frowned on, so being able to discuss such things on a forum without being insta flammed is nice for a change

     

    although I wouldnt use these models after looking at them in game, they do present another oppertunity for me to learn from them

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