I gave crazybump a try, it's pretty cool but I'm going to either make the normal in max or by editing the diffuse in PS a whole lot before putting it through.
Nothing to show for an update right now. Working on a few large areas but haven't got to the stage of lighting them yet.
edit*
nvm I played around in crazybump a bit more, seems like the way to go
Ok went back and redid some normal maps as well as the blend modulate texture so I can clean up areas where the moss gets blurred out much more easily.
I got an error when compiling a model that I never got before...
QUOTE
WARNING: Bad collision mode, check your smoothing groups!!! WARNING: Truncating model!!!! WARNING: C:\Documents and Settings\User\Desktop\HL2export\trim1.smd has bad smoothing groups
I've checked and rechecked the qc file, the texture files, the model itself is just some basic trim and very simple. When I look at the model ingame the texture is completely broken.
Ok ive tried using a different model for collision, compiled without errors but the texture is still messed up. I then tried importing into UED just to see if I somehow messed up the model but it looked fine. I'm giving up on it now, it's not that the model was important or anything. If the same thing happens on a model I spend a lot of effort on I'm completely f*ked so I still hope to figure out what went wrong.
okay what that means is you made a collision model to complex.
The collision model needs to be basic boxes and cylinders.
Some times its best not to merge the blocks that make up the models collision phys box.
Another thing is check the phys box and models Geometry Approximation and make sure angels is turned off. In XSI default is 60, in 3dsmax I forgot what it was.
Can I set blocking volumes to block different classes? Or is there any other kind of spawn protection available? So far Ive mostly made height drops to protect spawns, I was wondering if there was another way.
Can I set blocking volumes to block different classes? Or is there any other kind of spawn protection available? So far Ive mostly made height drops to protect spawns, I was wondering if there was another way.
I'm also wonder sometimes why when I try to it for some props it doesn't work...?
I fail to understand the second question...
Will Turner: You didn't beat me. You ignored the rules of engagement. In a fair fight, I'd kill you. Jack Sparrow: That's not much incentive for me to fight fair, then, is it?
I dont think you can flip models, just like you cant rescale them... ob engine has prop_scalable, might be able to mirror by scaling with -1 on an axis... only a solution from 2.3 on though. As to spawn protection, you could set up damagefilters for the players in the spawn, meaning they couldnt be harmed by other teams. Or, even simpler, set up a trigger to either kill players that dont belong there or teleport them back to their respective base
I dont think you can flip models, just like you cant rescale them... ob engine has prop_scalable, might be able to mirror by scaling with -1 on an axis... only a solution from 2.3 on though. As to spawn protection, you could set up damagefilters for the players in the spawn, meaning they couldnt be harmed by other teams. Or, even simpler, set up a trigger to either kill players that dont belong there or teleport them back to their respective base
This is possible but I always consider those solutions as kinda arkward... and to an extend, exploitable.
Will Turner: You didn't beat me. You ignored the rules of engagement. In a fair fight, I'd kill you. Jack Sparrow: That's not much incentive for me to fight fair, then, is it?
I'm having an odd problem. I need a normal map to have an alpha map for a specular map, but for some reason the alpha map doesn't save with the vtf plugin. I've tried a few different settings and formats, but nothing is working so far.
Once all maps are in, the PVKII team will go through them and pick the best ones from each category. Picks will be based on Appearance, Balance, Creativity, Optimization and Fun.
Unless the other mappers are carving spheres with concave brushes then I'm already down 1.
Comments
CrazyBump is a great tool to do that.
CrazyBump is a great tool to do that.
I gave crazybump a try, it's pretty cool but I'm going to either make the normal in max or by editing the diffuse in PS a whole lot before putting it through.
Nothing to show for an update right now. Working on a few large areas but haven't got to the stage of lighting them yet.
edit*
nvm I played around in crazybump a bit more, seems like the way to go
this mapping competition was a great idea
Is there to convert -> export brushes as models? It really helps me get everything the correct size especially when doing detail trim work.
Wow it was much easier then I thought it would be, just export and that's it, I assumed I would have to get at least 10 or so plugins/apps
Thanks for your help, for the QC tutorial as well.
And the prize is a big fan of your map:
ME
And the prize is a big fan of your map:
ME
..Me too
Only half of that HDR would be cool (y) (
Stone head's texture isn't great but you get the idea.
WARNING: Truncating model!!!!
WARNING: C:\Documents and Settings\User\Desktop\HL2export\trim1.smd has bad smoothing groups
I've checked and rechecked the qc file, the texture files, the model itself is just some basic trim and very simple. When I look at the model ingame the texture is completely broken.
The collision model needs to be basic boxes and cylinders.
Some times its best not to merge the blocks that make up the models collision phys box.
Another thing is check the phys box and models Geometry Approximation and make sure angels is turned off.
In XSI default is 60, in 3dsmax I forgot what it was.
Can I set blocking volumes to block different classes? Or is there any other kind of spawn protection available?
So far Ive mostly made height drops to protect spawns, I was wondering if there was another way.
Can I set blocking volumes to block different classes? Or is there any other kind of spawn protection available?
So far Ive mostly made height drops to protect spawns, I was wondering if there was another way.
I'm also wonder sometimes why when I try to it for some props it doesn't work...?
I fail to understand the second question...
Will Turner: You didn't beat me. You ignored the rules of engagement. In a fair fight, I'd kill you.
Jack Sparrow: That's not much incentive for me to fight fair, then, is it?
Certain props wont mirror/flip resulting in me having to go into max and making a duplicate prop. I was wondering if there was a way to fix this.
As to spawn protection, you could set up damagefilters for the players in the spawn, meaning they couldnt be harmed by other teams. Or, even simpler, set up a trigger to either kill players that dont belong there or teleport them back to their respective base
As to spawn protection, you could set up damagefilters for the players in the spawn, meaning they couldnt be harmed by other teams. Or, even simpler, set up a trigger to either kill players that dont belong there or teleport them back to their respective base
This is possible but I always consider those solutions as kinda arkward... and to an extend, exploitable.
Will Turner: You didn't beat me. You ignored the rules of engagement. In a fair fight, I'd kill you.
Jack Sparrow: That's not much incentive for me to fight fair, then, is it?
ty in advance for help
*nvm figured it out*
Going to do as much detailing as possible in the next 2days and maybe make a 3d skybox.
I learned so much when making this map it's ridiculous. I'm glad I got back into mapping, it's been over a year since I released a map
Unless the other mappers are carving spheres with concave brushes then I'm already down 1.