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Artemis

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Everything posted by Artemis

  1. 6 wouldn't be so bad if one really saw more than just the top of the picture. >.> But that murderous blue color and those cotton candy colored clouds are just gonna be in the totally wrong place!
  2. As far as contests, I'm interested. The rest, maybe not. Awards: I don't really care either way, but when forced to pick yes or no, I'm saying no. Tutorials: There are some sections that are lacking (like modeling), and other people are going to be looking for help with different things, but I'm not sure you could *get* 10 people to write a different tutorial each. Heck, I can't even come up with 10 topics that need a tutorial. As for mod specific stuff, I've usually found other clan wikis with the info I needed. Maybe it'd work to have it here as well, though I'm not all that crazy about the idea. I've also never really thought about competitive players and this site. I mean, most of what I see on the Forum page is modding related, so that's what I've come to associate this place with. I like it that way, but I wasn't hanging out here when it first came up, so I don't know if it was intended to be as focused on modding or not.
  3. Thank you! And though the backplate can be surfed off, it leaves a gaping hole in the back of the mesh. I'd considered using the old Tavion because of that, but its UVs are daunting. I dunno about the top part. The filled in bits look kinda cartoonish to me. o: There's some work on the back, but it resembles some kind of shag carpet. >.>
  4. Thanks! It's definitely not Tavion anymore... I guess I'll say it's an original char.
  5. *Inserts non-important details here.* *Removes them.* Y'all dun need to know why/how this project started! The thing is, only a small group of friends has seen my work, and they aren't- for the most part- modders of any sort. But this place has skinners and people who deal with textures. So... I'm asking for helpful criticism or advice on what else to do with this skin (besides, y'know, deleting it or picking a different model). I already know a few things I want to fix, but I want to know what you all think could use fixing, as well. //And when I click the Image icon up there, I can't get rid of it. So I've had to click Back and restart this thrice now. xd I guess I'll just do this the way I'm used to, and if the link doesn't work, someone can explain to me how to fix it, maybe? >.<
  6. Yeah, go look in the shader file and see that each section is separated by a pair of those {} things.
  7. All of it! I can do everything but coding and map related scripting... But not well. Must. Improve. x_x
  8. Nah, I don't work on stuff anywhere near the assets. I made a silly mistake, but it's all fixed now. Thanks for trying to help though!
  9. Well, no, I don't think so. The new shader file is xxx.shader. And it only contains the parts needed to make the new skin's eyes glow.
  10. Trying to make this as short as possible... In the jawa folder, I have a new .skin file that points to new textures. It's not taking the place of the original, nor creating a new model. It's simply a skin variation. I'm 99% positive that the .shader file is the problem, but I don't understand why. All it contains is the original jawa shader, edited to point to the new eyes so they glow. The eyes work fine. But other shaders go invisible. Specifically, the rgb shaders for playermodels go invisible... or in the trandoshan/weequay cases, they simply don't change from white. I'm guessing this has to do with the players.shader, but I have no clue as to how I can get the eyes working and keep the rgb stuff intact. It wouldn't be a big deal to make a 'new' model; I'm just trying to save space.
  11. Little late here... But welcome nonetheless! (: I don't know much of what goes on in 1.01, but lamers in 1.00 aren't that big of a deal. :/
  12. Well, after fiddling with shaders on models and doing some utterly nonproductive modding, I woke up this morning and realized that my whole code was screwy. Fixed the code, updated the .pk3 and such, and still nothing. But I at least got an error in the console... my metal image was the wrong size. -.- Fixed that, updated everything, and it works!
  13. Yay, it's not just me! I'm positive that they're current and the same.
  14. In game, I'm getting the gray and white. In GTK, I see the right texture... :/
  15. Nope, the textures are just in base/textures/derp now, which I just discovered does not work... I had a couple in a .pk3 earlier, and those were working up until I took the .pk3 out. I did test the shader after redoing the .pk3, and it still doesn't work in game.
  16. I have looked through the Q3 Shader Manual multiple times already, but I'm still confused. I need a shiny wall shader for something a friend and I are working on, though for right now I'm just working with a random texture and a glass shader, trying to give it the shiny appearance. In my base folder, I have textures/derp/metalshine, which is the texture I'm wanting to use. There's also a derp.shader in the shaders folder, and I added the name to the shaderlist.txt. This is what I'm working with from the glass shader: textures/derp/env_metal <- (Is that even right, to begin with?) { qer_editorimage textures/common/etest4 surfaceparm forcefield q3map_nolightmap q3map_onlyvertexlighting { map textures/derp/metalshine rgbGen vertex } { map textures/common/environ9a blendFunc GL_ONE GL_ONE rgbGen const ( 0.439216 0.439216 0.439216 ) tcGen environment tcMod scale 0.25 0.25 } } The thing is, when I try and open the env_metal in ShaderEd, it gives me an error that says it can't find textures/derp/metalshine. Until something else comes up, that would be the root of the problem.
  17. Yay! xD It merely dislikes me now, since I've reinstalled 1.4 and dropped back to using it. I haven't dared to use the caulk yet, even on my test maps.
  18. So... Hi. I've known of this place for a bit, and finally decided to join when I started working on more "complicated" skinning. (If skinning can get complicated, it will do so just for me!) Yeah, I really just do skins for myself since I'm still learning. *cough*shaders*cough* 3d is beyond my grasp. Modelling confuses me more than anything, and GTK hates me. Though I did make a lovely box with windows. That never saved and was therefore lost. It was a good box. ): Er, I've messed with a few other things... Converted the tusken poke thingy into a saber. That failed epically when used. Aaaand I changed a few of the death messages for laughs. I don't consider myself a modder. More like a person who just likes to make things different. And I'm a zombie who still plays around in the dead 1.00 world because there are still awesome people. C:
  19. I realize that I have no say in this whole thing, but... I really, really want to see it finished. From my own observations, I completely understand why Mug would've gone for something cramped and close-quarters. Yes, it *might* be impractical for such a 3rd person game, but it does more for the atmosphere of the level. From what I think you all are going for, the smaller space fits it. The different scales would be a problem, as it's already been noted. Unifying everything and fitting it to one scale would fix it all (easier said than done, I suppose), but in real architecture there are structures that are more spacious or more cramped. It mostly depends on the functionality. Even trashcans are different sizes. Smaller ones where there are less people and bigger ones where there are more. (Ok, sorry for the bad example. That's all I could think of.) But a subway, at least where I live, is run by the gov't. And indeed, they do try and spend the least money possible for something to work. From what I've read and picked up on, this post society most likely would have a corrupt form of leadership. Which makes me think they wouldn't care how cramped or unpleasant the invention was, just as long as it could do its job. Heck, they might even have something more fancy and expensive for their own use. (Maybe this is a better example: A courthouse is larger, because it is a more imposing, regal building. A shop is going to be smaller, because it is maybe not as significant, or not used by people who are accustomed to such formal activity. In the case that there *is* an alternative form of transportation for the higher-ups, it'd make sense for the subway to be smaller.) So, I feel like I'm rambling pointlessly, and I've forgotten a few other things I wanted to say... Aaanyways, would it make any more sense to scale the structures to the class they are designed for? I really can't offer any way to fix what's happened already. Since I haven't seen the map, I'm not able to judge just how odd the scale differences look. You have my most sincere apologies if I've thrown salt into a wound. I'm just trying to see if the coals can be poked back to a fire. This is a really cool project, with some really talented people working on it, and I'd hate to see it all go down the drain. (And IF I was any good with the z axis, I'd offer my help. But 3d has defeated me, so the most I could ever contribute would be ideas or possibly drawings... >.< )
  20. Yes, I'm editing everything in the right folder. Ohh. Ok, I have already made a model_default.skin file, and the icon should be easy enough. Thanks! Well, the model has already lost the color customization, so nah, doesn't matter... at least with the /char_color cmds, nothing happens. I only included white in the playerchoice thing, but I don't think that matters, does it? Aha, thanks! I'll take a look at that, and see what can be done with the tattoos. Changing them to something else might be cool too. Well, I didn't remove the icon. All I did was make the stuff required for the shader. Yep, it worked just fine. I can't find the right file now (they're all named the same!), so I'll just have to try again. At least you learned something.
  21. Nope, I'm saving it in the right format. If you mean the Tavion model, I tried through the console when I didn't see the icon, and it still didn't show up. I'd like to double check it, but I'll have to hunt around and see if I kept that particular pk3. Kinda moved off of shaders after that.
  22. I actually have two three! questions, but the Gimp one is more important. So, I am taking a few sections of the twilek female skin, sticking them together through the .skin files, and trying to end up with a model. I want to edit the textures of the model. To be specific, I want to remove the tattoos from the headtails in the tentacles_01.png. I load the picture into Gimp, erase the tattoos, and save it. I can no longer see them when I look at the thumbnail! But when I load the model in ModView, the tattoos have mysteriously reappeared... I even renamed the picture, and corrected its name in the .skin files where it was referenced. No luck. To further test the issue, I colored the head.jpg bright red, saved it, and loaded the model in ModView. No red. The folder itself is not named jedi_tf, and everything in the .skin file has been fixed to point to the correct folder. Is this a Gimp thing, or a model thing? Second, which MIGHT not be an issue, I just haven't gotten that far yet, is how to get the model into the menu where the other non-custom ones are. I previously did a reskin of the Tavion for myself, and it has an icon that appears, but I want to know if I make an icon for the Twilek, will it show up outside of the sp customization? Third, I also tried to make a shader for the Tavion one, but it made the model become Kyle, and I think it removed the icon. I think it has to do with paths, but I'm not quite done researching shaders yet... I did make the shader from scratch, if that gives any clues! xD Any help would be great.
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