[QUOTE=Rinfect;39095333]settings were already using the exponent, what is phongalbedotint?
my VMT btw
[code]"VertexlitGeneric"
{
"$baseTexture" "models\weapons\Rinfect\golden"
"$bumpmap" "models\weapons\Rinfect\PT92_N"
"$yellow" "0"
[b] "$envmap" "env_cubemap" [/b]
"$envmapframe" "0"
[b]"$envmap" "models\weapons\Rinfect\goldcube"[/b]
"$envmaptint" "[2 2 0.1]"
$phong 1
$phongexponenttexture "models\weapons\Rinfect\phongexponent"
$phongalbedotint 1
$phongwarptexture "models\weapons\Rinfect\phongwarp_metal"
$phongexponent 5
$phongboost 5
$phongfresnelranges "[0.5 1.5 3.0]"
}
[/code]
lmao albedotint is in the vmt[/QUOTE]
2 envmaps.
For some reason an envamp frame
no masking texture.
insane fresnel ranges a bit.
I'd recommend you kinda mess around with it a bit more.
[QUOTE=wraithcat;39096018]2 envmaps.
For some reason an envamp frame
no masking texture.
insane fresnel ranges a bit.
I'd recommend you kinda mess around with it a bit more.[/QUOTE]
the fresnel ranges aren't really insane IMO, i use .3 1 7 with all of my stuff and it looks fine, it's about controlling the phong boost and the alpha channels of the normals
Found this guy in Guild Wars 2. Not sure if anyone'll have any use for him, but still porting anyways.
[img]https://dl.dropbox.com/u/16145629/Gmod/RavenWarriorSmall.jpg[/img]
if it had wings and a longer neck we could have
[t]http://images3.wikia.nocookie.net/__cb20100508044903/warhammer40k/images/8/89/Druid_copy.jpg[/t]
Dragon Age 2 anatomy in a nutshell.
[img]http://filesmelt.com/dl/HumanAnatomy.png[/img]
Red line = The clav-ass line. The backs of her calves should line up here.
Purple line = The (small of the) back normal. The backs of her thighs should (and do) line up here.
Blue line = The back-of-calves normal. This should be on top of the red line.
Green line = The kneecap tangent. This is the direction her kneecaps would have to be formed for her to stand like this.
Salmon line = Center of gravity. Where all of her weight is being applied. This should be along her ankles.
I'm not quite sure what Bioware was thinking, but as she is now, it should be anatomically impossible for her to even stand without assistance. Not even considering the weight of her bust - which is an altogether different issue to address in regards to "What were you thinking, Bioware" - but the weight of her core alone would cause her to tip forward. Her feet would need to be at least half again as large as they are for her to stand like this.
I was going mad staring at this, because it just looked so wrong to me. Then I asked a friend, and he said it looked fine. I had to talk to three other people about it, who all agreed that her calves are anatomically fucked up. :v:
Ninja, I might possibly be starting to actually love you.
how could you love a holocaust denier
[sp]i'm not a holocaust denier[/sp]
[QUOTE='Ninja Nub[NOR];39108245']how could you love a holocaust denier
[sp]i'm not a holocaust denier[/sp][/QUOTE]
So you're a holocaust-denier denier?
[QUOTE=Gmod4ever;39108287]So you're a holocaust-denier denier?[/QUOTE]
he denies the allegations
Just putting out a suggestion. Is there any chance we could see the bus from black ops 2 transit map ported?
[QUOTE=Rinfect;39112829]whats a good reference to scale anything to source size?
since ive had trouble with scales in the past with [sp] my fucking shitty piece of shit huge ass pack of unfinished bullfuck[/sp], i want to make sure i scale things correctly for source.[/QUOTE]
Hl2 citizens work pretty well for a good reference on size.
Some of the other characters maybe? Barney might be a good place to start.
Or the model used for the info_player_start entity in hammer. I forget where that's located though.
[QUOTE='Ninja Nub[NOR];39112069'][IMG]https://dl.dropbox.com/u/44650710/starkillsmall.jpg[/IMG][/QUOTE]
I love you, I've been waiting ages for Starkiller to come along so......I love you (Plutonicly of course)
I figured out how to convert GoldSrc models for Source. Combine that with a novelty TFC skin pack and...
[img]http://i.imgur.com/cx9L2.jpg[/img]
No ragdoll, obviously, so I'm not sure how useful it would be (usefulness is quantified by my not getting bitched at by GMod users) but its better rigged than the Quakeguy model already on GarrysMod.org and is fine for SFM, which is what I wanted to use it for.
Nothing much, starting doing more bodygroups for Postal 3 weapons
[url=http://uppix.net/f/4/a/03bbc14db17ffc79b67da8aac7cce.html][img]http://uppix.net/f/4/a/03bbc14db17ffc79b67da8aac7cce.jpg[/img][/url]
[QUOTE=EBITUSA16;39114794][img]http://mrbrightside.thanez.net/Images/crossbow.jpg[/img][/QUOTE]
I like how you never post in game screenshots of these models
Cause bf3 textures dont look good in source, only place they look even HALF decent is 3ds max
lern to use shaders and vmt's
i was saying it in general, no need to attack yo
[QUOTE=EBITUSA16;39114794][img]http://mrbrightside.thanez.net/Images/crossbow.jpg[/img][/QUOTE]
I love that Dice didn't model their crossbow on any actual crossbow, they just fucking stuck a recurve bow onto the end of a goddamn H&K 416, added some greebling to make it look complicated, then fucking said 'Holy shit, guys, check this out! It's a motherfucking crossbow! Go one-shot people!'
Oh, Dice. You magnificent, crazy motherfuckers.
Wait, That's the actual model? I thought it was just one of those funny Tacticool model hacks.
Yup. That's the in-game crossbow from the Aftermath dlc for BF3.
Frightening, isn't it?
[QUOTE=Minimole;39116167]Wait, That's the actual model? I thought it was just one of those funny Tacticool model hacks.[/QUOTE]
Yup, the real deal from BF3, well, mostly, the model doesn't want to rip correctly, that was a fixed version of the rip.
A little project I'm working on right now - machinima based on Hotline Miami.
[img]http://cs6266.userapi.com/u29222131/docs/e16fc7c477de/yeah.jpg[/img]
[QUOTE=AFewOstriches;39115989]I love that Dice didn't model their crossbow on any actual crossbow, they just fucking stuck a recurve bow onto the end of a goddamn H&K 416, added some greebling to make it look complicated, then fucking said 'Holy shit, guys, check this out! It's a motherfucking crossbow! Go one-shot people!'
Oh, Dice. You magnificent, crazy motherfuckers.[/QUOTE]
I'm pretty sure that was the intention, getting an actual crossbow as a soldier in a ruined city probably wouldn't be easy, so they'd have to actually make one out of whatever they have.
[QUOTE=Norpo;39116296]A little project I'm working on right now - machinima based on Hotline Miami.
[img]http://cs6266.userapi.com/u29222131/docs/e16fc7c477de/yeah.jpg[/img][/QUOTE]
I like it, Norp. Gonna be a release?
[QUOTE=DarkKrystal;39117596]I like it, Norp. Gonna be a release?[/QUOTE]
After a machinima release - yeah, why not.
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