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Everything posted by Langerd
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How to create more visually interesting maps
Langerd replied to Beyond Heretic's topic in Modding Assistance
Making the MD3 models is a way to go. It works nice with props, detail objects and decorations. It also very nice to make trees, plants and even rocks. I used blender to create some pipes,tables and even gong . Also you can scale them and rotate them without messing with the texture (i wanted to rotate the brush crate once and the texture was messed up.. With MD3 model of crate you have a detailed object and also an object that is visually good looking ) Some examples: Most of them are made by me i am not very good at textures but still they can give the map a very good looking. Without them maps would be big hollow areas. Of course making some details with brushes and patches is not a bad idea too. It depends what textures,shaders You using Of course decorated textures can be very effective and change the hollow room into the very nice looking area: In my opinion for the good looking map it is important to make things in the style and atmosphere that they should be. The Tatooine maps should have dirty textures, leathers, rusty metals, rocks, sands etc. But cloud city for example should have a very clean decorative walls, floors, some colored glasses and they should be not very sharp and dark. And also... Lightning.. without good lightning map would look worse than what we expected. In my opinion the master of lightning is one of the members called Pande - His tatooine map is a masterpiece. The lightning in this map is very effective and it shows in a very nice way tatooine city. I also find out how it works on my Cloud City map. Adding the mix of orange and blue light created a very beautiful effect For making the great effects with lightning i also recommend the fog- it is rly great for dark ancient areas or for death pits but i also find a great way to make things with light. Fog can make a rly great effects. The star wars have a lot of places where there is a foggy stuff It effect on the lightning and glowing shaders. If it used in good way of course because sometimes it creates the laggy problems and the map doesnt look quite good. I hope i will help D: I just show the tricks i learned. I am here to help -
re-texture-texture problem with .SKIN file
Langerd replied to dark_apprentice's topic in Modding Assistance
Check always how the shaders works in the game The modview doesnt catch most of them (or none of them O.o i dont remember) Good it works -
re-texture-texture problem with .SKIN file
Langerd replied to dark_apprentice's topic in Modding Assistance
The modview doesnt load the shaders. If it doesnt work in the game i think there is a problem with the shader file. Can you give it to us for check? -
It is strange because i choose this model because it is well made and it is better than Jka's one Happy that You like it i will make some new stuff on this model . The only problem i have is weighting but as one tutorial said it is trial and error method. Also i would to ask (off the topic). Removing the head from normal model and adding a new one like a great trandoshan head made by Psyk0sith (i .. think )would be made in the same method as the in this tutorial? - the tutorial in the one topic that i made about the blender
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I like the grevious skin About the uploading it would be better to make a model pack because there is a lot of them. Easier to download for everybody and it will not cause problems in the download section
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The model of tusken is not mine btw. I add new stuff to the model. I also plan to make the weapon for him
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Here Ya go ! But for guns there are diffrent tags. It is better to know basics of the program first a little enough https://www.youtube.com/watch?v=SRtn9KO0omY To make glm file you need MD3 viewer. There is a glm exporter that works with weapons And also here is great tutorial! http://www.knights-reborn.org/forum/viewtopic.php?f=12&t=10419
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Back to the topic of the tusken raider named Quarak i made some new stuff
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EA- my mortal enemy
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Thanks for the tutorial 83 rebornmaster with mask on face
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
https://wiki.teamfortress.com/w/images/6/6c/Spy_battlecry01.wav?t=20100625224826 -
Thanks for the tutorial 83 rebornmaster with mask on face
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
He he XD it is so well done that i learned this all stuff.. -
Thanks for the tutorial 83 rebornmaster with mask on face
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
He he he XD Kel Sir everybody. I love this game... and my dreams came true -
Thanks for the tutorial 83 rebornmaster with mask on face
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
Blender! I followed this tutorial! http://www.knights-reborn.org/forum/viewtopic.php?f=12&t=10419 It is great. I just learned it today and made this awesome stuff. I made a one funny model too XD i will make screens today. -
Thanks for the tutorial 83 rebornmaster with mask on face
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
changed the shader now the hood looks ok -
Thanks for the tutorial 83 rebornmaster with mask on face
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
Hoody gang! -
Thanks for the tutorial 83 rebornmaster with mask on face
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
Get it work fine I think that there is a way to make it better but i am happy about the final resault. And here fir bonus two minutes of work -
Thanks for the tutorial 83 rebornmaster with mask on face
Langerd replied to Langerd's topic in WIPs, Teasers & Releases
I didnt make the weights in the good way ( i still learn how to do this ) But here is my cultist. -
Many thanks!
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Anyway new screen of this sewer part: And here is where we will get down to the lower stomach. Just jump down and we will be in the lower part of the map The first side will have an elevator behind these gates.
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Hello Guys.. well i have some .. bad news . I have a problems with the map. Some bugs,issues and today safe_malloc error showed up and luckly it get off but... As the quality of map is higher the issues and bugs get higher with it... so i must changed the _lightmapscale change gridsize and other things ... but to the lower quality to make it works. As more i am adding to this map the more i must making it lower quality. I hope that it will be not very noticeable in the last moments of making it but i just wanted to informe You guys
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It couldnt be that bad D: In my opinion it also depends on which map the player model is.
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So i made an sand terrain in the simple way. Then i thought that it will be good idea to make it as the func_group. So i changed it I gave it diffrent ambient etc. But later when i was making some changes next to this terrain i came to the idea to make a hole in this terrain. So i made a little changes BUT i wanted to create some new brushes (triangles btw) to make what i wanted. I just copied the triangle (one from the func_group that i made before... and i forgot about it) of the sand terrain and i done it a lot. The problem now is that i have a lt of func_groups... So here is my questions; 1.Can i just select them all and create a one func_group? Or i must make them from scratch? 2. Is there any way to change the enity (func_group,func_door,func_roating) back to the worldspawn? 3.Do a lot of func_groups affect on the map in the negative way? 4.And finnaly ... The func_group should be used for the bigger rooms or for the smaller brushes etc?
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Hmm it can sound strange but does this tutorial give us the option to change the model as we like? It gave us information how to add new stuff but i am sure we can also replace parts of the model. I dont mean the frankenstein kinda editing. I mean making a whole new model parts from scratch (i dont know i am noob in the player model editing )