• Stargate Carter Addon Pack
    4,521 replies, posted
[QUOTE=GOLDENTRIANGLES;37729378]I thought the whole point of broken DHD's was so that they would barely supply power to the gate. If you want to use wire then use a non broken one?[/QUOTE] ..... i was referring to something cartman was making... next time, look around before answering questions about stuff you don't know about.
[QUOTE=GOLDENTRIANGLES;37729378]speaking of. It would be nice if the gate had an unstable event horizon for a while before shutting down if your powering the gate by other means than a dhd. As it is right now it's no power = immediately shut down I would like to see it flicker for about 1 and 1/2 seconds with increasing frequency (like when Orlins gate is almost out of power) before it shuts down. If you can hook it up to power before then than it will re-stabilize.[/QUOTE]This thing is removed because it has too much bugs. There is very hard correct do this thing. Because stargate consume energy every 0.5 second, some amount of energy, if energy not enough, then stargate shutdown. There is no way to detect how much energy left in energy source, because every energy device have different amount of energy and every energy device can supply only some small value of energy in device, not all at same time, for example zpm can supply at one second only 5% of "energy" resource, and then impossible detect how much energy in other devices (non-cap for example). So this thing can be coded only in one way correct - when energy is over, then stargate will not close instantly, it will create some unstable effects and shutdown after few seconds. Also this means stargate will never close instantly when you for example get out zpm from zpmhub, or dissconnect energy from stargate... So i think this isn't good idea then. And this require recode some things, so i'll not do this thing.
[QUOTE=AlexALX;37730266]This thing is removed because it has too much bugs. There is very hard correct do this thing. Because stargate consume energy every 0.5 second, some amount of energy, if energy not enough, then stargate shutdown. There is no way to detect how much energy left in energy source, because every energy device have different amount of energy and every eenrgy device can supply only some small value of energy in device, not all at same time, for example zpm can supply at one secound only 5% of "energy" resource, and then impossible detect how much energy in other devices (non-cap for example). So this thing can be coded only in one way correct - when energy is over, then stargate will not close instantly, it will create some unstable effects and shutdown after few seconds. Also this means stargate will never close instantly when you for example get out zpm from zpmhub, or dissconnect energy from stargate... So i think this isn't good idea then. And this require recode some things, so i'll not do this thing.[/QUOTE] also, pretty sure a gate with cut power wouldn't have an unstable wormhole effect. the design/fail safes wouldn't allow it. it would probably just shut down normally.
@[URL="http://facepunch.com/member.php?u=351306"]AlexALX[/URL] & [URL="http://facepunch.com/member.php?u=434731"]kibbols[/URL] Yea that is logical. Come to think of it the only thing in the TV show I remotely remember was when they had to make the gate be struck by lightning to power it. So, the dhd must have had 0 energy left? This gives me an idea for a lightning rod entity. Although very few game modes have weather and it's something that probably will never come to spacebuild
[QUOTE=GOLDENTRIANGLES;37731606]@[URL="http://facepunch.com/member.php?u=351306"]AlexALX[/URL] & [URL="http://facepunch.com/member.php?u=434731"]kibbols[/URL] Yea that is logical. Come to think of it the only thing in the TV show I remotely remember was when they had to make the gate be struck by lightning to power it. So, the dhd must have had 0 energy left? This gives me an idea for a lightning rod entity. Although very few game modes have weather and it's something that probably will never come to spacebuild[/QUOTE] if weather is ever added, this would be a cool idea. @Cartman I'm making an Atlantis Control Crystal, i'v got the first test committed to the svn i gave you.
@kibbols My crystal code is actually done. It's meant to be used with Wirelink. Btw i don't know why you have bug with E2. I'll check it out this Saturday, i have no time/little time for any coding because of school. >.>
[QUOTE=cartman300;37732540]@kibbols My crystal code is actually done. It's meant to be used with Wirelink. Btw i don't know why you have bug with E2. I'll check it out this Saturday, i have no time/little time for any coding because of school. >.>[/QUOTE] ok, but here's a picture of the Atlantis crystal anyway. [IMG]http://sphotos-a.xx.fbcdn.net/hphotos-ash3/561060_531957306820378_365996710_n.jpg[/IMG] Personally, i say this model is better than the Milky Way crystal model i made.
[QUOTE=kibbols;37732617]ok, but here's a picture of the Atlantis crystal anyway. [IMG]http://sphotos-a.xx.fbcdn.net/hphotos-ash3/561060_531957306820378_365996710_n.jpg[/IMG] Personally, i say this model is better than the Milky Way crystal model i made.[/QUOTE] Awesome. :D Ask Boba to texture them.
[QUOTE=cartman300;37733162]Awesome. :D Ask Boba to texture them.[/QUOTE] He could mess with the .vmt but other than that, I like it the way it is.
[QUOTE=kibbols;37739936]He could mess with the .vmt but other than that, I like it the way it is.[/QUOTE] It's plain, doesn't look good and needs to look more like the actual control crystal, redo the textures if you don't want others to texture it for you. Couple refs: [url]http://www.propworx.com/auctions/sy/sy_0082.jpg[/url] [url]http://images1.wikia.nocookie.net/__cb20110822093529/stargate/images/9/97/Pegasus_DHD_Crystals.jpg[/url] [url]http://images3.wikia.nocookie.net/__cb20110822092119/stargate/images/4/45/Control_Crystals.jpg[/url]
[QUOTE=Boba Fett;37740962]It's plain, doesn't look good and needs to look more like the actual control crystal, redo the textures if you don't want others to texture it for you. Couple refs: [URL]http://www.propworx.com/auctions/sy/sy_0082.jpg[/URL] [URL]http://images1.wikia.nocookie.net/__cb20110822093529/stargate/images/9/97/Pegasus_DHD_Crystals.jpg[/URL] [URL]http://images3.wikia.nocookie.net/__cb20110822092119/stargate/images/4/45/Control_Crystals.jpg[/URL][/QUOTE] i also worked on it until 1 am, i wanted to sleep. but yeah, i'm working on a version of the crystal's material with better looking lines now. [editline]20th September 2012[/editline] @Boba & Cartman It's not done yet, but how's this material so far? -snip picture, better one below- the black is there temporarily. i did it to see the crystal's grayish/whitish color so i don't accidentally go over the boundaries. [editline]20th September 2012[/editline] disregard the last picture, look at this one. [IMG]http://sphotos-a.xx.fbcdn.net/hphotos-ash4/376480_532255363457239_1362019280_n.jpg[/IMG] [editline]20th September 2012[/editline] @boba & Cartman i think i'm done, what do you think? [IMG]http://sphotos-b.xx.fbcdn.net/hphotos-ash3/548667_532266863456089_1783649945_n.jpg[/IMG]
That looks nice
[QUOTE=Pigbear;37742208]That looks nice[/QUOTE] thanks [editline]20th September 2012[/editline] here's the model in-game with the new material. is it better? [IMG]http://sphotos-b.xx.fbcdn.net/hphotos-ash4/s480x480/307827_532282093454566_275464546_n.jpg[/IMG]
[QUOTE=kibbols;37742247]thanks [editline]20th September 2012[/editline] here's the model in-game with the new material. is it better? [IMG]http://sphotos-b.xx.fbcdn.net/hphotos-ash4/s480x480/307827_532282093454566_275464546_n.jpg[/IMG][/QUOTE] "dialer wain crystal" lol it looks great
[QUOTE=Woogoo;37742705]"dialer wain crystal" lol it looks great[/QUOTE] thanks [editline]20th September 2012[/editline] [QUOTE=Woogoo;37742705]"dialer wain crystal" lol it looks great[/QUOTE] i just typed an m with the ancient font. it isn't wain, that is really an m. W (in ancient) looks like a backwards K (english)
Front/back need to be more white + less alpha (background should be almost transparent). Texture needs to be translucent (visible from both sides). Some serius specular should be added, to add reflections ad sides (and maybe a bump map too).
[QUOTE=Madman07;37745808]Front/back need to be more white + less alpha (background should be almost transparent). Texture needs to be translucent (visible from both sides). Some serius specular should be added, to add reflections ad sides (and maybe a bump map too).[/QUOTE] Don't complicate it, madman! It looks awesome! :D
[QUOTE=cartman300;37745944]Don't complicate it, madman! It looks awesome! :D[/QUOTE] It looks like tinted glass, not crystal.
[QUOTE=kibbols;37742738]thanks [editline]20th September 2012[/editline] i just typed an m with the ancient font. it isn't wain, that is really an m. W (in ancient) looks like a backwards K (english)[/QUOTE] Looks like i still fail at reading that, lol
[QUOTE=Madman07;37745808]Front/back need to be more white + less alpha (background should be almost transparent). Texture needs to be translucent (visible from both sides). Some serius specular should be added, to add reflections ad sides (and maybe a bump map too).[/QUOTE] [QUOTE=The Art of War;37746352]It looks like tinted glass, not crystal.[/QUOTE] i just learned how to do anything recently. it's staying as is.
That really is the wrong way kibbols, you should work on it until it looks really well compared to the references, otherwise all your models would be like half finished.
[QUOTE=kibbols;37746769]i just learned how to do anything recently. it's staying as is.[/QUOTE] Let's see here: 1. The uv map lacks decent placement and has allot of wasted space = can be fixed to a degree/ 2. The texture is really not finished and is currently just a placeholder "at least that would be for me" 3. The texture should be made actually totally white and be made by using the alpha channel more than actually lowering the shading of the base, meaning the whole texture would be more like white and the alpha should do all the work, like so: Diffuse: [URL=http://sleekupload.com/uploads/5/diffuse_8.jpg][IMG]http://sleekupload.com/uploads/5/thm/diffuse_8_thm.jpg[/IMG][/URL] Alpha: [URL=http://sleekupload.com/uploads/5/alpha_1.jpg][IMG]http://sleekupload.com/uploads/5/thm/alpha_1_thm.jpg[/IMG][/URL] 4. The way your graph or lines are made up doesn't actually make to much sense, it also doesn't look like it's based upon something, so you can better play also with that a bit more and make it a bit more complicated as they are control crystals after all [url]http://images.wikia.com/stargate/images/c/cc/Attero_device_Control_crystal.jpg[/url] 5. Like madman said but well NOT A BUMP MAP but actually a normal map would be handy here it doesn't require anything other than a plain bump but it should contain a specular map to make it crystal like, and ofc shaders phong and rimlight will really make this look better, you've got enough references for a decent vmt setting in cap I've made better for my latest releases but didn't used those settings for cap as gmod runs on an older engine and those vmt commands are not supported by gmod. So yea in general redo everything except the model! And well post a wireframe of your model and say how much triangles the model has so we can actually also see if it's required to redo that as well! Hope it helps, it's good to see someone actually learning how to do things their self! That's why we'll provide decent critics on your work if you post them! Keep up the good work and improve you'll improve over time!
[QUOTE=Boba Fett;37747420]Let's see here: 1. The uv map lacks decent placement and has allot of wasted space = can be fixed to a degree/ 2. The texture is really not finished and is currently just a placeholder "at least that would be for me" 3. The texture should be made actually totally white and be made by using the alpha channel more than actually lowering the shading of the base, meaning the whole texture would be more like white and the alpha should do all the work, like so: Diffuse: [URL=http://sleekupload.com/uploads/5/diffuse_8.jpg][IMG]http://sleekupload.com/uploads/5/thm/diffuse_8_thm.jpg[/IMG][/URL] Alpha: [URL=http://sleekupload.com/uploads/5/alpha_1.jpg][IMG]http://sleekupload.com/uploads/5/thm/alpha_1_thm.jpg[/IMG][/URL] 4. The way your graph or lines are made up doesn't actually make to much sense, it also doesn't look like it's based upon something, so you can better play also with that a bit more and make it a bit more complicated as they are control crystals after all [url]http://images.wikia.com/stargate/images/c/cc/Attero_device_Control_crystal.jpg[/url] 5. Like madman said but well NOT A BUMP MAP but actually a normal map would be handy here it doesn't require anything other than a plain bump but it should contain a specular map to make it crystal like, and ofc shaders phong and rimlight will really make this look better, you've got enough references for a decent vmt setting in cap I've made better for my latest releases but didn't used those settings for cap as gmod runs on an older engine and those vmt commands are not supported by gmod. So yea in general redo everything except the model! And well post a wireframe of your model and say how much triangles the model has so we can actually also see if it's required to redo that as well! Hope it helps, it's good to see someone actually learning how to do things their self! That's why we'll provide decent critics on your work if you post them! Keep up the good work and improve you'll improve over time![/QUOTE] I JUST learned how to make models and simple materials for garry's mod. STOP ACTING LIKE I KNOW IT ALL JUST AFTER LEARNING THE FUCKING BASICS!
[QUOTE=Boba Fett;37747420]Let's see here: 1. The uv map lacks decent placement and has allot of wasted space = can be fixed to a degree/ 2. The texture is really not finished and is currently just a placeholder "at least that would be for me" 3. The texture should be made actually totally white and be made by using the alpha channel more than actually lowering the shading of the base, meaning the whole texture would be more like white and the alpha should do all the work, like so: Diffuse: [URL="http://sleekupload.com/uploads/5/diffuse_8.jpg"][IMG]http://sleekupload.com/uploads/5/thm/diffuse_8_thm.jpg[/IMG][/URL] Alpha: [URL="http://sleekupload.com/uploads/5/alpha_1.jpg"][IMG]http://sleekupload.com/uploads/5/thm/alpha_1_thm.jpg[/IMG][/URL] 4. The way your graph or lines are made up doesn't actually make to much sense, it also doesn't look like it's based upon something, so you can better play also with that a bit more and make it a bit more complicated as they are control crystals after all [URL]http://images.wikia.com/stargate/images/c/cc/Attero_device_Control_crystal.jpg[/URL] 5. Like madman said but well NOT A BUMP MAP but actually a normal map would be handy here it doesn't require anything other than a plain bump but it should contain a specular map to make it crystal like, and ofc shaders phong and rimlight will really make this look better, you've got enough references for a decent vmt setting in cap I've made better for my latest releases but didn't used those settings for cap as gmod runs on an older engine and those vmt commands are not supported by gmod. So yea in general redo everything except the model! And well post a wireframe of your model and say how much triangles the model has so we can actually also see if it's required to redo that as well! Hope it helps, it's good to see someone actually learning how to do things their self! That's why we'll provide decent critics on your work if you post them! Keep up the good work and improve you'll improve over time![/QUOTE] (just got home from school not as stressed out now, i'll answer more calmly.) if i feel like redoing it, i'll redo it. you're right it's just a placeholder for now. when i feel like sitting down and learning more (maybe this weekend) i'll work on it. btw, the lines don't HAVE to be white or silver. this even proves it: [URL]http://images1.wikia.nocookie.net/__cb20110822093529/stargate/images/9/97/Pegasus_DHD_Crystals.jpg[/URL] and, of course it's not based off of one crystal. have you seen the model? look around, you won't find a crystal that has that exact shape. because the shape is my own, i wanted the crystal lines to be my own as well. i'm busy today but i'll try to work on the material later. i wanted it to look better than the first material. and i think we all can say, that one was shit. OH AND ALSO, the crystal doesn't have to be white either. it's because the actual crystal props in the show were transparent, i made mine translucent so it could still be seen if it falls to the ground. [editline]21st September 2012[/editline] nor do all of them look complex. [editline]21st September 2012[/editline] How's this? [IMG]http://sphotos-b.xx.fbcdn.net/hphotos-ash4/400945_532618226754286_169429547_n.jpg[/IMG]
Well that's not a kind way to threat constructive criticism... Well it's good that you're redoing some parts, the lines are already much better but the text look out of place, try going with something more subtle like just a border or so. As for the texture the way I presented it in my previous post is the best to handle such things as you fully rely on the alpha than. And yea we don't see the any other changes "uv, normal, specular, vmt" yet so I'll wait to comment on those!
Have there been any reports of Gmod breaking or behaving oddly today? There was a Hl2 dod:S css tf2 engine update today. we all know what that means.
[QUOTE=Boba Fett;37754655]Well that's not a kind way to threat constructive criticism... Well it's good that you're redoing some parts, the lines are already much better but the text look out of place, try going with something more subtle like just a border or so. As for the texture the way I presented it in my previous post is the best to handle such things as you fully rely on the alpha than. And yea we don't see the any other changes "uv, normal, specular, vmt" yet so I'll wait to comment on those![/QUOTE] idk what the normal and specular are and i just left the vmt the way it was. idk how to work that stuff
[QUOTE=kibbols;37755695]idk what the normal and specular are and i just left the vmt the way it was. idk how to work that stuff[/QUOTE] If you do not know something you do research on it so you can improve on your own - Self Schooling!
[QUOTE=Boba Fett;37758588]If you do not know something you do research on it so you can improve on your own - Self Schooling![/QUOTE] so a normal map is like the bumps on something right? a crystal is smooth. thanks to all for helping me this far with modeling for Garry's Mod. I really do appreciate it. Later once i get a little more familiar i will take the "Self Schooling" technique and learn some lua. if i need anymore help, i'll let you guys know. [editline]22nd September 2012[/editline] WOOT! made a normal for the model, now to test it.
the normal works. [editline]22nd September 2012[/editline] any ideas on what the back of the crystal should look like? for now it's the front reversed, which doesn't work because i have Ancient Text on it.
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