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NAB622

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Everything posted by NAB622

  1. <3 It's been a CRAZY ride since 2009.......been through hell twice over and back, and still alive. So much stuff......... Gah, whoever is going over the source...sometime I need to get in touch, even if it's just to talk about it! I'm not skilled enough to code but I have a bigtime knack for finding bugs and stuff - and boy do I have a loooong list of oddball bugs that should be fixed (Don't we all)!
  2. ..........I am now watching this game with intense interest once again. WOW, this is a good day. This game's about to be one of the biggest open source games ever.
  3. To me, it's old. I'm 23 now and I've been doing this since I was 16. It feels old. XD
  4. Oh yeah? Who's the baby face NOW?
  5. NAB622

    Hello

    ...STICK YOU!
  6. NAB622

    Oh god...

    The F***ing Irken files?
  7. Pink bantha, not purple. Pink like Pinkie Pie.
  8. Oh good. *goes back to derping*
  9. BOOOO, shader manual. Throw it away. Who needs it. 0:) Now, no offense, you're quite far from the truth here...so let's see if I can help set the record straight. Firstly, RGBGen Wave Sin is not what's casting light. q3map_surfacelight 3000 is. As I understand, the engine normally takes the color of the texture and casts it on the surroundings during the lighting compile, but in this case, it's using q3map_lightimage textures/mp/s_bluestrip_blend.tga for a value. Second, About the 0-1 intensities, it's easy enough to work with. To get your RGB values from the shader's 0-1 values, multiply the number by 255. To get the RGB value to use in the shader from a normal 0-255 value, divide it by 255. You *CAN* use a number greater than 1, and it can have some fun effects - but it can also screw things up sometimes. Or you can take the easy way out and view them as percentages, which is the intent anyway. Third, those are not RGB values. RGBGen Wave sin is telling the engine to make the shader's RGB values oscillate, in a sine wave pattern. When you're using RGBGen Wave, you don't have control over the RGB values - just the overall brightness. The first value is the initial brightness (base), the second is the amplitude (How much it will oscillate), the third is the phase (How far into the first oscillation it is when the engine begins rendering), and the fourth is the frequency (How fast/slow to oscillate). I know nobody ever says this but I *HIGHLY* recommend trying out shaderED. A lot of the fun things become visually clear, like RGBGen and...well, RGBGen.
  10. Feel free to poke me on steam skype or whatever if I don't get back to you...I need prodding to remember anything. Other than that I'll try my best to remember to make something.
  11. I remember you too. By name, I mean. You were quite active on the FF forums as I recall.
  12. NAB622

    Hello

    SCOOP YOU! And CODE YOU TOO!
  13. Assuming EffectsED isn't like Radiant and hates my graphics card I can totally help out. Thing is, though, I'm not too great at making anything beyond basic textures, and I have two looming deadlines. So I'll be a slow help. XD Blaster shots are easy, though...still, I haven't played ME2 or ME3 yet so I don't know what they even look like.
  14. OMG I love Warner Bros! More like Pony House. You're the mother. He's just the one carrying it. Don't ask.
  15. What? What happened here? I missed it...
  16. NAB622

    Oh god...

    Spior....I do remember your name and that I had some interactions with you, but I can't remember what they were. Regardless, hello! Another familiar name.
  17. I'M A GIRL TOO I like rainbows and ponies and butterflies and...
  18. Oh, I know what she meant all right. Just being me. B)
  19. You're il? That's too bad. I hope you get better soon.
  20. I do. I think that was back when I was still a postwhore trying to get Inyri's attention/affection. Kidding, of course, welcome. Pinkie Pie style.
  21. 150 downloads

    All this file does is edit some of the sounds. I got tired of hearing the same thing over and over and over again and again and again (you get the idea)! Anyway, if that sounds like you, download this file and give it a try!
  22. NAB622

    Cave Prefabs

    105 downloads

    Cave pieces made form brushwork. These can be put together like a model train set, they just need sewed up at the seams. SUGGESTIONS FOR EFFICIENT USE There are several things to cover here, but first and foremost, THANK YOU FOR READING THESE TIPS. They will save you from having HORRIBLE problems later on. (This is written for GTKRadiant 1.4) First things first: The caves are each part of their own func_group. So by <CTRL + ALT + clicking> on one brush, you will select that entire section. Very easy to move things around. Second: As stated above, there are a few brush faces that don't match. They're not a big deal. Third: DO NOT GET RID OF THE NON-FOUND TEXTURE! When you go to make your caves, TURN OFF TEXTURE LOCK. You can save yourself a LOT of trouble by doing this!! The reason for this is, when you are done with the caves, you can texture them up with the following steps: Open the textures > find/replace window. Click in the "Find" typing box. Ctrl+shift click one of the "shader not found" textures. Find out the path and name for what you want to actually use for the caves. Put that in the "Replace" typing box. Tell it to replace them. You're done, and they're all aligned properly! How beautiful is that?? :>
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