• TF2 Emporium XXVII
    5,001 replies, posted
[QUOTE=Sexy Robot;26819605]Sexy streetlamps you got ther'.[/QUOTE] Why thank you Sexy Robot.
[QUOTE=treythepunkid;26819561]Hey guys, little update on the map. Playing around with some lighting and new street lamp model I made. [images][/QUOTE] Wow, very artistic stuff there. But it think the street lamps should have fire and be made out of wood. Edit: wait fuck
I like it a lot! Makes me want to play Thief 1/Dark Project again, haha.
[QUOTE=Shounic;26819634]Wow, very artistic stuff there. But it think the street lamps should have fire and be made out of wood. Edit: wait fuck[/QUOTE] I was thinking of making a open top metal one but i didn't think it would look right. Now a wooden one on the other hand, that might look good. Its a little late here for me to start something but thats going at the top of my list for tomarrow!
[QUOTE=treythepunkid;26819561]Hey guys, little update on the map. Playing around with some lighting and new street lamp model I made. [img_thumb]http://www.treybrown.com/images/uploads/YeOldeTowne05.jpg[/img_thumb] [img_thumb]http://www.treybrown.com/images/uploads/YeOldeTowne06.jpg[/img_thumb] [img_thumb]http://www.treybrown.com/images/uploads/YeOldeTowne07.jpg[/img_thumb][/QUOTE] Will the lighting in the streetlights flicker slightly? so it will look like flame and not a lightbulb.
[QUOTE=Man in the Moon;26819687]Will the lighting in the streetlights flicker slightly? so it will look like flame and not a lightbulb.[/QUOTE] Yes, and thanks for reminding me. I totally forgot to set them to do that.
anytime, and may I say, top shelf work.
Some one should remake Redfort (the original castle map) to use the new map style.
[QUOTE=treythepunkid;26819698]Yes, and thanks for reminding me. I totally forgot to set them to do that.[/QUOTE] Just remember to have a few that don't do that, if they all do that it looks like a horrible blend of BLACK, PAUSE, YELLOW, BLACK, PAUSE, YELLOW, viva-la an edgy student-film low budget horror film
[img]http://uppix.net/6/4/2/26cc8f99a9a8d9d9a8a5ef65e567a.png[/img] I've yet to figure out a decent killicon design for the Crusader's Crossbow, but in the meantime, anything I should improve?
The exploding Caber and the non-exploded one. Make the explosion grander, with more shrapnel or even less shrapnel and more of the original shape of the head
[QUOTE=Dachande;26820420]The exploding Caber and the non-exploded one. Make the explosion grander, with more shrapnel or even less shrapnel and more of the original shape of the head[/QUOTE] [img]http://uppix.net/5/c/e/d24efab7e98de1ca9d4583d199d23.png[/img] A little better?
claw and medic saw is over complicated, the boston basher's bits should be grey, not black. you also over complicated the jag's handle, and you should make the fists of steel ALOT easier to tell on the first glance.
Currently learning how to texture in TF2 and Source. Can anyone here point me towards some tutorials or give me some tips?
[QUOTE=treythepunkid;26819561]Hey guys, little update on the map. Playing around with some lighting and new street lamp model I made. [img_thumb]http://www.treybrown.com/images/uploads/YeOldeTowne05.jpg[/img_thumb] [img_thumb]http://www.treybrown.com/images/uploads/YeOldeTowne06.jpg[/img_thumb] [img_thumb]http://www.treybrown.com/images/uploads/YeOldeTowne07.jpg[/img_thumb][/QUOTE] That looks amazing. I want to help. :saddowns:
I require Maya tutorials. Like, basic ****. And general modeling tutorials, sort of thing.
[QUOTE=Jetamo;26821289]I require Maya tutorials. Like, basic ****. And general modeling tutorials, sort of thing.[/QUOTE] See that magical window which pops up when you launch Maya, [b]watch those tutorials in it[/b].
[QUOTE=treythepunkid;26819698]Yes, and thanks for reminding me. I totally forgot to set them to do that.[/QUOTE]Don't do that, not only is it visually distracting for the player but its going to send your light compile time and file size though the roof.
[QUOTE=EDDY TT;26821328]See that magical window which pops up when you launch Maya, [b]watch those tutorials in it[/b].[/QUOTE] I've watched those tutorials. I require moar!
[QUOTE=Shounic;26820775]claw and medic saw is over complicated, the boston basher's bits should be grey, not black. you also over complicated the jag's handle, and you should make the fists of steel ALOT easier to tell on the first glance.[/QUOTE] Ah yeah, the Boston Basher looks a lot better with some grey. :v: [img]http://uppix.net/b/1/0/d5e6b83409fb68cc6ab5f3683065c.png[/img] The Jag's handle is wrapped in cloth, I think it looks alright like that, not really complicated.
[QUOTE=LegndNikko;26803405]Hey, someone else who gets the reference! Now, if I ever get the hat and a description tag, I'm going to make it "Keepin' it classy!" Yes, we need a mustache for the hat![/QUOTE] man if you're going to make a dudley reference at least use "GUTTER TRASH"!
Where do I extract the texture files of hats? (.vtf) :saddowns:
[QUOTE=Political Gamer;26821339]Don't do that, not only is it visually distracting for the player but its going to send your light compile time and file size though the roof.[/QUOTE] What about a slight light pulsing then?
[img]http://dl.dropbox.com/u/1848073/Random/Capture.JPG[/img] Cleanup on aisle four.
What the hell valve.
[QUOTE=Political Gamer;26821339]Don't do that, not only is it visually distracting for the player but its going to send your light compile time and file size though the roof.[/QUOTE] I have used the custom appearance setting in the lights to make the flickering very subtle, but there. As for the file size, does it really? I never knew the changing of a lights brightness caused an increase in file size.
Making the light flicker in the game makes vrad make several lightmaps - one for every combination of lights on and off. Giant filesizes, here we come. Also hey a stock thing for medieval maps: [img]http://imgur.com/zlU4D.png[/img]
[QUOTE=Daimao;26821923]Cleanup on aisle four.[/QUOTE] We (you) need to organize a petition to put LoDs and V/W models back into the game. And if the petition doesn't work, a boycott. [editline]1[/editline] Because this is starting to get retarded.
[QUOTE=Hideous_;26822060]Making the light flicker in the game makes vrad make several lightmaps - one for every combination of lights on and off. Giant filesizes, here we come. [/QUOTE] Ahh makes sense. Consider the flickering light gone.
[QUOTE=Jetamo;26821289]I require Maya tutorials. Like, basic ****. And general modeling tutorials, sort of thing.[/QUOTE] :google:
Sorry, you need to Log In to post a reply to this thread.