In regards to casual turians, should we expect the turian councilor?
I really wish there was a blood decal pack for all the various species, would be really useful in poses instead of trying to edit in blood, which is real hard to make look good.
[editline]28th June 2011[/editline]
Figured out how. :smug:
[URL]http://filesmelt.com/dl/gm_construct000136.jpg[/URL]
Texture's a placeholder but you get the idea.
I don't know much about the alien races blood colours or anything.. well apart from knowing turians have dark blue, and apparently since quarians share similar shit, so do they. I've heard asari have purple too.. but I have no idea. The game just shows everyones blood as being red. But where did you get the green blood from? is it mentioned anywhere?
[QUOTE=Tydeus;30758455]I don't know much about the alien races blood colours or anything.. well apart from knowing turians have dark blue, and apparently since quarians share similar shit, so do they. I've heard asari have purple too.. but I have no idea. The game just shows everyones blood as being red. But where did you get the green blood from? is it mentioned anywhere?[/QUOTE]
Salarians have lightish green blood, and I remember the quarians having purplish-red blood (more specifically on Freedom's progress when the YMIR Mech kills Prazza and his squadmates)
[editline]28th June 2011[/editline]
Quick question: what file format does mass effect use for textures?
Turians have blueeee
[QUOTE=Loen;30758508]Salarians have lightish green blood, and I remember the quarians having purplish-red blood (more specifically on Freedom's progress when the YMIR Mech kills Prazza and his squadmates)
[editline]28th June 2011[/editline]
Quick question: what file format does mass effect use for textures?[/QUOTE]
.TGA (Tagara)
[QUOTE=Korro Bravin;30763293].TGA (Tagara)[/QUOTE]
I doubt the game uses .TGA as it is a completely lossless format and takes huge amounts of space. The extracted parts of the game is simply converted into an usable format, which is .TGA.
This is probably a stupid question that's already been answered a hundred times before, but how and what do I use to extract either game's files?
[QUOTE=Loen;30758508]Salarians have lightish green blood, and I remember the quarians having purplish-red blood (more specifically on Freedom's progress when the YMIR Mech kills Prazza and his squadmates)
[/quote]
Yeah, but like I said. BioWare shows all races with red blood, but they probably never thought to change it.
[url=http://silentstephi.com/Misc/wrongcolor1.png](I forgot how to thumbnail)[/url]
[QUOTE=Haxxer;30760348]Turians have blueeee[/QUOTE]
Mass Effect Wiki says Dark Blue :P
[QUOTE=Tydeus;30767394]Yeah, but like I said. BioWare shows all races with red blood, but they probably never thought to change it.
[URL="http://silentstephi.com/Misc/wrongcolor1.png"][/URL][/QUOTE]
No they don't? Garrus quite clearly bleeds dark blue blood, the Salarian workers at the Dantius Towers have an off-green colour of blood which is clearly visible, and I am not even gonna note how many times I have seen purple blood splatter across the walls as I wipe them with Eclipse Vanguards (Asari)
also Krogans have orange blood or something
[QUOTE=Taggart;30767806]No they don't? Garrus quite clearly bleeds dark blue blood, the Salarian workers at the Dantius Towers have an off-green colour of blood which is clearly visible, and I am not even gonna note how many times I have seen purple blood splatter across the walls as I wipe them with Eclipse Vanguards (Asari)
also Krogans have orange blood or something[/QUOTE]
Looks like it is time for a killing spree!
[QUOTE=Korro Bravin;30763293].TGA (Tagara)[/QUOTE]
Targa, not Tagara
[QUOTE=HatredViral;30782149]Targa, not Tagara[/QUOTE]
Really? never paid to close of attention, always read it as tagara :v:
Any plans on porting Conrad Verner?
Verner is most likely a generic head mesh morph in n7 armour.
So how're the mercs coming along, Taggy McTaggart?
still need to finish the UVs
I've been porting some Mass Effect 2 textures, but I'm having a problem. When I ported the animated flame texture from inside Afterlife on Omega, the texture was black and white, and came with a different flame texture that was coloured.
Like so...
Flame Animation:
[img]http://img683.imageshack.us/img683/5812/flameanimation01.png[/img]
Coloured flame texture:
[img]http://img37.imageshack.us/img37/2913/flamecolour.png[/img]
Does anyone know how to say, combine the two textures in a vmf so that I wouldn't have to re-colour each frame?
[img]http://wikicheats.gametrailers.com/images/thumb/2/26/Mass_Effect_2_Omega_Afterlife.jpg/350px-Mass_Effect_2_Omega_Afterlife.jpg[/img]
i got bored and started playing with the mercs again
[img]http://dl.dropbox.com/u/9988278/somewoman.jpg[/img]
[img]http://dl.dropbox.com/u/9988278/glowgasmic.jpg[/img]
need to get the smoothing fixed on that one model though
oh cool you made the helmets and armour have the lights they should
Im sorry to ask I messed up on Shiala ,anyone could give a try at it haha oh yeah any news for Ashely Williams?
[img]http://dl.dropbox.com/u/9988278/mercsvwhatever/gm_construct0008.jpg[/img]
[img]http://dl.dropbox.com/u/9988278/mercsvwhatever/gm_construct0007.jpg[/img]
with 100% more lenses than your standard merc
[img]http://dl.dropbox.com/u/9988278/mercsvwhatever/gm_construct0010.jpg[/img]
gonna have a male version too and smoothing is still to be fixed but wraithcat's busy currently
[QUOTE=FloaterTWO;30893179]http://dl.dropbox.com/u/9988278/mercsvwhatever/gm_construct0008.jpg
[url]http://dl.dropbox.com/u/9988278/mercsvwhatever/gm_construct0007.jpg[/url]
with 100% more lenses than your standard merc
[url]http://dl.dropbox.com/u/9988278/mercsvwhatever/gm_construct0010.jpg[/url]
gonna have a male version too and smoothing is still to be fixed but wraithcat's busy currently[/QUOTE]
nice, very nice. Though for some-odd reason, when I did selfillum and selfillummask in HLMV, it worked perfectly, however the model was unlit-white in gmod, here is the VMT:
[code]
"VertexlitGeneric"
{
"$basetexture" "models/Halo/Covenant/Vehicles/Banshee/BansheeChassis_Diff"
"$bumpmap" "models/Halo/Covenant/Vehicles/Banshee/BansheeChassis_Norm"
"$nocull" "1"
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" "1"
"$blendtintbybasealpha" "1"
"$selfillum" "1"
"$selfillummask" "models/Halo/Covenant/Vehicles/Banshee/BansheeChassis_Emis"
"$phong" 1
"$phongboost" "3.75"
"$phongexponent" "50"
"$phongtint" "[1 .85 .85]"
"$phongfresnelranges" "[.5 .85 30]"
"$model" 1
"$phongalbedotint" "1"
"$rimlight" "1"
"$rimlightexponent" "300"
"$rimlightboost" "0.15"
$color2 "[1 1 1]"
$ambientocclusion 1
}
[/code]
[QUOTE=FloaterTWO;30893179]
incredible work[/QUOTE]
god fucking damn I'll have to use these on my mercs when I'm finished UVing the cuntlickers
[QUOTE=Korro Bravin;30894441]nice, very nice. Though for some-odd reason, when I did selfillum and selfillummask in HLMV, it worked perfectly, however the model was unlit-white in gmod, here is the VMT:
[code]
"VertexlitGeneric"
{
"$basetexture" "models/Halo/Covenant/Vehicles/Banshee/BansheeChassis_Diff"
"$bumpmap" "models/Halo/Covenant/Vehicles/Banshee/BansheeChassis_Norm"
"$nocull" "1"
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" "1"
"$blendtintbybasealpha" "1"
"$selfillum" "1"
"$selfillummask" "models/Halo/Covenant/Vehicles/Banshee/BansheeChassis_Emis"
"$phong" 1
"$phongboost" "3.75"
"$phongexponent" "50"
"$phongtint" "[1 .85 .85]"
"$phongfresnelranges" "[.5 .85 30]"
"$model" 1
"$phongalbedotint" "1"
"$rimlight" "1"
"$rimlightexponent" "300"
"$rimlightboost" "0.15"
$color2 "[1 1 1]"
$ambientocclusion 1
}
[/code][/QUOTE]
i'm not using selfillum maps, i haven't used those in ages since someone told me how to use blendmaps/detailmaps/whatever these things are
the .vmt lines i use are just like this
[code] "$detail" "models/kit/kit/eclipse/HMF_ARM_MEDa_Bsun_Emis"
"$detailscale" "1"
"$detailblendfactor" "1.25"
"$detailblendmode" "5"[/code]
Floater, that looks amazing. Great job.
Can't wait to see all the six skins in all their glory :)
[QUOTE=FloaterTWO;30894718]i'm not using selfillum maps, i haven't used those in ages since someone told me how to use blendmaps/detailmaps/whatever these things are
the .vmt lines i use are just like this
[code] "$detail" "models/kit/kit/eclipse/HMF_ARM_MEDa_Bsun_Emis"
"$detailscale" "1"
"$detailblendfactor" "1.25"
"$detailblendmode" "5"[/code][/QUOTE]
Sweeet, worked like a charm!
[img]http://dl.dropbox.com/u/9988278/mercsvwhatever/anotherskin.jpg[/img]
last skin done
but more importantly
[img]http://dl.dropbox.com/u/9988278/mercsvwhatever/ttt_gunkanjima0005.jpg[/img]
males are now done as well
these are all pretty much done now but i don't know whether to release them or not
yes
do it
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