• Tales From the Galactopticon | BLUE AND HORNY
    4,989 replies, posted
Give him a gun and as soon as you are in close range he starts TO KILL YOU WITH HIS BARE HANDS.
the mooks are just placeholders [editline]27th November 2010[/editline] [img]http://www.jaanus.cc/pictures/sofasystem0007.jpg[/img] [img]http://www.jaanus.cc/pictures/sofasystem0009.jpg[/img]
Are the mooks placeholders for the cops? If they are, it seems a little odd for cops to be abseiling down from balconies with all these advanced weapons for just one guy trespassing. Is there no due process in New New York?
[QUOTE=Nitrowing;26319346]Are the mooks placeholders for the cops? If they are, it seems a little odd for cops to be abseiling down from balconies with all these advanced weapons for just one guy trespassing. Is there no due process in New New York?[/QUOTE] testing level
Hey guys, I've run into a huge problem. You know the Winning Smile? It's got a diffuse texture that is 4096x4096. Photoshop can't export VTFs that big, but it's no biggy because I can save it as a TGA and then use VTFedit to convert it to a VTF (but only if I set its memory allocation to realtime). The problem arises with its normal map. I want to add phong to this ship, but I'm obviously going to need to mask it so that it doesn't look shitty. I've made the mask, and I have the normal map, but I have no way to combine the two since I can't do it the usual way by exporting it in the alpha channel from Photoshop and I don't think there's a way to combine them in VTFedit. Can anyone help me out?
Try Firegod522; I have never had a texture related problem that he hasn't been able to help with.
[quote][img_thumb]http://www.jaanus.cc/pictures/sofasystem0007.jpg[/img_thumb] [img_thumb]http://www.jaanus.cc/pictures/sofasystem0009.jpg[/img_thumb][/QUOTE] Mmm what you sayy When you only meant well
[QUOTE=Uberslug;26319692]Hey guys, I've run into a huge problem. You know the Winning Smile? It's got a diffuse texture that is 4096x4096. Photoshop can't export VTFs that big, but it's no biggy because I can save it as a TGA and then use VTFedit to convert it to a VTF (but only if I set its memory allocation to realtime). The problem arises with its normal map. I want to add phong to this ship, but I'm obviously going to need to mask it so that it doesn't look shitty. I've made the mask, and I have the normal map, but I have no way to combine the two since I can't do it the usual way by exporting it in the alpha channel from Photoshop and I don't think there's a way to combine them in VTFedit. Can anyone help me out?[/QUOTE] raise the amount of memory photoshop is allowed to use i have cs4 and it works fine
I tried that, but it didn't work. Are you using Vista/Windows 7?
[url]http://galactopticon.net/wiki/index.php?title=TFTG_Books[/url] :ssh:
:iia: as always.
Hay, what guys do you want voices for at the moment?
Captain Mulholland
ugh thats too manly for my voice i have a good voice for some stupid expendable grunt or something
[QUOTE=Uberslug;26319692]Hey guys, I've run into a huge problem. You know the Winning Smile? It's got a diffuse texture that is 4096x4096. Photoshop can't export VTFs that big, but it's no biggy because I can save it as a TGA and then use VTFedit to convert it to a VTF (but only if I set its memory allocation to realtime). The problem arises with its normal map. I want to add phong to this ship, but I'm obviously going to need to mask it so that it doesn't look shitty. I've made the mask, and I have the normal map, but I have no way to combine the two since I can't do it the usual way by exporting it in the alpha channel from Photoshop and I don't think there's a way to combine them in VTFedit. Can anyone help me out?[/QUOTE] Can't you just get Photoshop to export a 32bit tga? I do all my texture work in the GIMP and then just VTFedit it all to vtf. Alpha channels have been used.
Fan-fucking-tastic work! Mooks look awesome. Also, what will these books be? Will they actually be items in the game with a textured cover and everything?
[QUOTE=Jaanus;26318773]the mooks are just placeholders [editline]27th November 2010[/editline] [img_thumb]http://www.jaanus.cc/pictures/sofasystem0007.jpg[/img_thumb] [img_thumb]http://www.jaanus.cc/pictures/sofasystem0009.jpg[/img_thumb][/QUOTE] Wait so does that mean you're dropping the mooks completely or no? [editline]26th November 2010[/editline] :biggrin: You used my book idea! [editline]26th November 2010[/editline] Also are you guys gonna make models out of the books?
I imagine a possible side-quest in which you are asked by a crew-member to acquire a copy of Dr. S.R. Sunaaj's magnum opus for them while you are traipsing around planetside. In a subversion, have it NOT be an excuse for going through an improbably elaborate sequence of events, but rather simply pick it up at the local spaceport's duty-free Barns and Noble equivalent. There's going to be a money system, right? If so, have it be tax-free but with a jacked-up price.
That's a good idea. We can have a bunch of side-missions where you find different books for crewmembers and if you get all of them, you get an achievement or something
:D Yay! I was helpful. And it doesn't require a whole shitload of coding or whatever. Maybe these books will tie in to their interim dialogue trees?
I see that my book title made it in [url]http://galactopticon.net/wiki/index.php?title=TFTG_Books[/url] But just a quick note: Dr Sunaaj is Jaanus backwards.
I just saw on the Wiki. The design schematic for the Dialog system looks to be perfectly fine... Now only to implement this. I'm certain this kind of thing has been made in other Source mods, perhaps you could ask around if nobody on the Dev team has an idea about how to make this work in code. I'll have some stuff on what would go IN the dialog system a bit later, as the functionality seems to be solid.
[img]http://media.moddb.com/images/mods/1/15/14393/policestation0003.jpg[/img] [img]http://media.moddb.com/images/mods/1/15/14393/policestation0002.jpg[/img] [img]http://media.moddb.com/images/mods/1/15/14393/fmv1.jpg[/img] [QUOTE=Lithe;26332182]I just saw on the Wiki. The design schematic for the Dialog system looks to be perfectly fine... Now only to implement this. I'm certain this kind of thing has been made in other Source mods, perhaps you could ask around if nobody on the Dev team has an idea about how to make this work in code[/QUOTE] Believe me, we've been doing exactly that for quite a while now. [QUOTE=Lithe;26332182]I'll have some stuff on what would go IN the dialog system a bit later, as the functionality seems to be solid.[/QUOTE] :geno:
[QUOTE=TH89;26332326] :geno:[/QUOTE] ... What? Also, very sexy pictures. Much gratis for good work. Is that one of the Winning Smile a still of a moving cut-scene or just a picture?
That's beyond sexy :aaa:
Hmm, it seems that the winning smile has some motion blur on it, so is it from a cut-scene or trailer or...?
they're making a live-action movie i called it
[QUOTE=TH89;26332326][img_thumb]http://media.moddb.com/images/mods/1/15/14393/policestation0003.jpg[/img_thumb] [/QUOTE] Nice, but you should make your own door model.
[QUOTE=TH89;26332326][img_thumb]http://media.moddb.com/images/mods/1/15/14393/policestation0003.jpg[/img_thumb] [img_thumb]http://media.moddb.com/images/mods/1/15/14393/policestation0002.jpg[/img_thumb][/QUOTE] The lighting's a bit bland (too white), the decal on the wall looks out of place, considering the rest of the hallway is perfectly clean, the door frames could maybe be bulkier as they are (I think) holding cells, the floor texture looks like a ceiling texture, there's some texture misalignment on the floor where the tiles meet the trim thing and the ugly HL2 door models and textures make the whole thing look a bit meh, as they're ugly and not really up to standards with the rest of the textures.
I don't care
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