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Artemis

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Posts posted by Artemis

  1. Should I need a box with windows, I'll definitely look to you xD

     

    Yay!  xD

     

    You think Radiant hates you? I'm afraid to use the caulk button because it I never know if it will quit unexpectedly (yes, the caulk button has caused it to quit).

     

    Anyway, welcome. This is a great community, and I'm sure you'll find lots of help. There's a tutorial section, and the last time I checked there were shader tutorials there. Good luck!

     

    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.

  2. 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:

  3. 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...  >.< )

    Horatio Culver likes this
  4. 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.  :P

  5. 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.

  6. 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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