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Everything posted by NAB622
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Oh yeah? Who's the baby face NOW?
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Pink bantha, not purple. Pink like Pinkie Pie.
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Anyone here good with EFX and want to collaborate?
NAB622 replied to Inyri's topic in Modding Assistance
Oh good. *goes back to derping* -
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.
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Anyone here good with EFX and want to collaborate?
NAB622 replied to Inyri's topic in Modding Assistance
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. -
I remember you too. By name, I mean. You were quite active on the FF forums as I recall.
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Anyone here good with EFX and want to collaborate?
NAB622 replied to Inyri's topic in Modding Assistance
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. -
Hi stuff!
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OMG I love Warner Bros! More like Pony House. You're the mother. He's just the one carrying it. Don't ask.
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What? What happened here? I missed it...
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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.
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I'M A GIRL TOO I like rainbows and ponies and butterflies and...
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Oh, I know what she meant all right. Just being me. B)
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You're il? That's too bad. I hope you get better soon.
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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.
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106 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?? :> -
Version v3
1,270 downloads
A remap/addon of FFA5. There are many extra goodies in here! For instance, you now have access to all floors in all buildings. There is a lava power plant (hence the name, Taspir Power Complex) in the lowest level of the building with the red lights on it. There is a secret teleporter hub, from which you can go to almost any major place in the map in just a few seconds. There are some ship spawners on the tops of the buildings as well as several strategically placed turrets to promote air-to-air, ground-to-air and air-to-ground gameplay as well! Most of all, this map is CLAN CAPABLE! There are several bedrooms in the bottom of the blue building. The pictures on the wall are made to be easily CUSTOMISED to have images of your choice. Best of all, since most clans like to have their logos in maps, this map can have YOUR CLAN'S LOGO put into it! There are simple instructions on how to do it on my site. There's also a lockable council room, for those clans that like in-game meetings. There's a TON more, but I think I've more than exceeded a decent description space. MODDABILITY Yes, that's right! You can change and customize the way this map operates! You can also add your own clan's logo, and it will appear in the map! First off, let's cover the logos. Your clan can put it's own logo in the map! This will be done through a private download to make TPC look and operate the way they want. Doing the logos is as easy as making a JPG image of your clan's logo, and then putting it with any script mods you make/download into a PK3 (I have made easy step-by-step instructions on my site). You can also change the pictures in the bedroom area to any pictures you like. To learn more, go to http://www.nab622.com/tpcv3/mods.html and you can do it all yourself. Very neato, huh? I mentioned above that you can change the way TPC operates. I'll try and explain it simply. All maps run from a compiled BSP file, which cannot be modified. However, TPC implements 56 scripts to perform different things. These scripts can be changed without having to recompile the map, so you can modify them however you want and make the map do different things. On my site, there are different scripts available that I have pre-programmed with different functions. If you want, you can see the code for most of the scripts (the super secret scripts will remain super secret). If you didn't understand any of that, just go to the site - there are step-by-step instructions with lots of pictures to guide you through. http://www.nab622.com/tpcv3/mods.html Download source files -
260 downloads
INSTRUCTIONS: Make sure GTKRadiant and Jedi Academy are both closed, then unzip the 'mapextras.pk3' file and the 'shaders' folder to your gameData/base folder. This is a VERY minor tweak to GTKRadiant. It changes the colors of all but the standard caulking and nodraw to different colors so you can tell them apart by just looking at them. -
Here you go. I dare you. http://whois.domaint....com/nab622.com