Spacebuild Enchancements pack xD.. they got models with those textures. (They look very like em).
Here's some edits you requested, lighten it that bit up (don't forget the normal) remove the air force sing, changed the X to F, and sharpened overall.
I wouldn't lighten it to much up bcs the phong and normal are rly strong in this case.
[URL=http://img41.imageshack.us/i/compareb.jpg/][IMG]http://img41.imageshack.us/img41/8164/compareb.jpg[/IMG][/URL]
[editline]01:47PM[/editline]
[QUOTE=punkrjp;21345670]Spacebuild Enchancements pack xD.. they got models with those textures. (They look very like em).[/QUOTE]
Ah mmh nope it isn't, its 100% new texture by me, i rendered UV and AO and started from scratch, look the img above to see the diffuse uv.
[QUOTE=montross;21345585]sbep ? whats that ?
And what windows keep the blue or make them black ?[/QUOTE]
sbep-look under the the models releases area
spacebuild enchantment pack-get t, it goes well with stargate
you need wire though
gah ninja'd
still, make it lighter and increase spec
[QUOTE=montross;21345301]Here are some better picture's I'm done whit everything i guess, working normals and specular, if you don't respond i will upload, if that aint fine whit you i don't upload your code's
[IMG]http://img694.imageshack.us/img694/9877/gmnewworlds0004.jpg[/IMG]
[IMG]http://img594.imageshack.us/img594/1205/gmnewworlds0005.jpg[/IMG]
[IMG]http://img34.imageshack.us/img34/5015/gmnewworlds0006.jpg[/IMG]
[IMG]http://img256.imageshack.us/img256/3134/gmnewworlds0007.jpg[/IMG]
[IMG]http://img263.imageshack.us/img263/6412/gmnewworlds0008.jpg[/IMG]
[IMG]http://img153.imageshack.us/img153/9553/gmnewworlds0009.jpg[/IMG]
[IMG]http://img191.imageshack.us/img191/7038/gmnewworlds0010.jpg[/IMG]
[IMG]http://img11.imageshack.us/img11/7914/gmnewworlds0011.jpg[/IMG]
[editline]01:10PM[/editline]
I can lighten up but i prefer a bit darker gray
metallic will be better whit the normal map
i can make them black i took blue as the main skin had it
shiny is also the normal map and phong
But for me its as good as final, + i wasn't going for the complete look for the (F, X) - 302 just a bit better than plain texture the original has.[/QUOTE]
Lighten the greys up and then post some more pictures, if i like it upload JUST THE TEXTURES somewhere and i'll include them in the next version
[QUOTE=Ronon Dex;21346044]Lighten the greys up and then post some more pictures, if i like it upload JUST THE TEXTURES somewhere and i'll include them in the next version[/QUOTE]
Check a couple post above, i edited the texture slight after request from posters on this thread, if i'm done i will upload on garrysmod.org and when you got some new code's/improvements you can pack this texture's whit your new release.
[editline]04:30PM[/editline]
Still wondering windows black or blue ?
Neither, transparent.
[QUOTE=punkrjp;21349114]Neither, transparent.[/QUOTE]
That can't be done bcs it would just be nothing inside, or the modeler needs to make a inside.
Ronon if you don't mind me asking will there be a SVN link?
Here's is the in-game view of the slight edited texture's
[IMG]http://img13.imageshack.us/img13/8013/gmnewworlds0001.jpg[/IMG]
[IMG]http://img213.imageshack.us/img213/7136/gmnewworlds0002.jpg[/IMG]
[IMG]http://img697.imageshack.us/img697/6257/gmnewworlds0003.jpg[/IMG]
Ill will keep the windows blue ?
I'm fine with either one, but I think black would be more accurate. And I suppose there's not really a way to fix the backwards "F-302 USAF," is there?
I would prefer lighter, though it's quite nice in it's current state.
looks good to me, exept the backwards text lolz
[QUOTE=Kude;21351243]I'm fine with either one, but I think black would be more accurate. And I suppose there's not really a way to fix the backwards "F-302 USAF," is there?[/QUOTE]
[QUOTE]looks good to me, exept the backwards text lolz [/QUOTE]
If so i need to decompile, fix the uv and recompile, but when you decompile the smoothings are all wrong, so ya no fix that i know for, or the original modeler should change it.
Alright black it is :)
[editline]01:15PM[/editline]
Here's final product ?
[IMG]http://img363.imageshack.us/img363/2168/53693602.jpg[/IMG]
[IMG]http://img707.imageshack.us/img707/4502/78153887.jpg[/IMG]
[IMG]http://img88.imageshack.us/img88/1487/60104088.jpg[/IMG]
[IMG]http://img52.imageshack.us/img52/8820/85692394.jpg[/IMG]
Edits:
- made that more lighter
- edited engine whit some stuff
- added more color,
- edited normal and specular
i don't know if this has been posted yet but i have had being having some trouble with getting out of the f302 as i will often have to press e a lot before i get out and that's with me landed on the ground and not moving
me too
Update in game textures:
[IMG]http://img441.imageshack.us/img441/4325/gmnewworlds0000.jpg[/IMG]
[IMG]http://img202.imageshack.us/img202/8013/gmnewworlds0001.jpg[/IMG]
[IMG]http://img684.imageshack.us/img684/7136/gmnewworlds0002.jpg[/IMG]
[IMG]http://img340.imageshack.us/img340/6257/gmnewworlds0003.jpg[/IMG]
Don't know why, but I still get the impression of it being a part of sbep..
well, i'm not that familiar with sbep, but don't those models look always a bit dark-mat or dark-shiny?
apart from that, the latest ingame shot of the f-302 look very nice :)
i am fairly sure its supposed to be lighter than that
seing all those phong textures and so,
makes me wonder when this montross guy who's uploading texture re-work by Boba Fett on gmod.org, will get his hand on the gate themself.
i doubt that they can be done better then they are already :P
oh,
about the "darker or lighter" issue some seem to have,
wouldn't it be easier to just use the color tool in gmod
[QUOTE=fdinasty;21368929]seing all those phong textures and so,
makes me wonder when this montross guy who's uploading texture re-work by Boba Fett on gmod.org, will get his hand on the gate themself.
i doubt that they can be done better then they are already :P
oh,
about the "darker or lighter" issue some seem to have,
wouldn't it be easier to just use the color tool in gmod[/QUOTE]
Montross and Boba Fett are one, my last name was montross, but before the change i already registered on gmod.org.
The stargate it self is as good as it is imo, it doesn't need any fix, the normals are right, only thing that could be an extra would be phong, but for the rest the stargate are rly nice done, but as for the first Universe gate texture that was horrible thats why i decided to make a new one, i only skin things that the texture are bad or to plain for (and if I'm bored and like the model) but ya i don't think i will do the Gate it self.
Lol ya why not, but ya i prefer a bit darker gray.
looks good no need to be more lighter even if it is in the show
[QUOTE=montross;21369358]Montross and Boba Fett are one, my last name was montross, but before the change i already registered on gmod.org.
The stargate it self is as good as it is imo, it doesn't need any fix, the normals are right, only thing that could be an extra would be phong, but for the rest the stargate are rly nice done, but as for the first Universe gate texture that was horrible thats why i decided to make a new one, i only skin things that the texture are bad or to plain for (and if I'm bored and like the model) but ya i don't think i will do the Gate it self.......[/QUOTE]
added some phong to the pegasus symbol-ring, since a couple of shots from the original gate model on set of atlantis, are quite shiny aswell...
only problem, if i add phong even on a casual low level to the entire gate , it looks too plastic and un-natural
something else i failed to achieve, were translucent chevron tips, like you see them on most close ups of the front face of the gate
but that's mainly a "problem" (if i may call it one), because other gate-parts like the symbol field seperators or the inner chevron part, use the same texture
The F-302 flying sounds aren't working for me.
The only sounds that work are the railgun firing sounds.
[QUOTE=fdinasty;21374175]added some phong to the pegasus symbol-ring, since a couple of shots from the original gate model on set of atlantis, are quite shiny aswell...
only problem, if i add phong even on a casual low level to the entire gate , it looks too plastic and un-natural
something else i failed to achieve, were translucent chevron tips, like you see them on most close ups of the front face of the gate
but that's mainly a "problem" (if i may call it one), because other gate-parts like the symbol field seperators or the inner chevron part, use the same texture[/QUOTE]
could be a problem whit incorrect phong settings or conflicting whit the normals, can you post any picture's ?
[editline]03:18PM[/editline]
[QUOTE=VaSTinY;21385084]The F-302 flying sounds aren't working for me.
The only sounds that work are the railgun firing sounds.[/QUOTE]
for me either :s
[quote]added some phong to the pegasus symbol-ring, since a couple of shots from the original gate model on set of atlantis, are quite shiny aswell...
only problem, if i add phong even on a casual low level to the entire gate , it looks too plastic and un-natural
something else i failed to achieve, were translucent chevron tips, like you see them on most close ups of the front face of the gate
but that's mainly a "problem" (if i may call it one), because other gate-parts like the symbol field seperators or the inner chevron part, use the same texture[/quote][QUOTE=montross;21385899]could be a problem whit incorrect phong settings or conflicting whit the normals, can you post any picture's ?
as said...some other gate parts use the same texture as the chevron on the frontside does,
only for the chevrons on the backside, i was able to make the tips translucent
(real gate-prop reference):
[URL]http://www.stargatetew.com/agate/SGA-Gate-02.jpg[/URL]
[URL]http://farm3.static.flickr.com/2128/2046237144_0d70d984dc_b.jpg[/URL]
(gate ingame):
[URL]http://img651.imageshack.us/img651/3544/yrnz634745m84py.png[/URL]
(2nd. with map light-source reflecting on the model)
this it how the outer_inner track of the gate looks like with these phong parameters*1* in the .vmt
it shows aswell, which other parts occupie the same texture the chevron uses (concerning the efforts of translucent chevron tips)
*1*
[CODE]"$phong" "1"
"$phongexponent" "0.5"
"$phongboost" "1"
"$phongfresnelranges" "[0.05 1 0.5]"
"$phongalbedotint" "1"
"$halflambert" "1"
"$rimlight" "1"
"$rimlightexponent" "1"
"$rimlightboost" "1"[/CODE]
(without $phong - as i normally use it):
[url]http://img38.imageshack.us/img38/9315/4w3n7q34n37qn4n.png[/url]
[URL="http://img249.imageshack.us/img249/9315/4w3n7q34n37qn4n.png"] [/URL]
[QUOTE=fdinasty;21386389][QUOTE=montross;21385899]could be a problem whit incorrect phong settings or conflicting whit the normals, can you post any picture's ?[/QUOTE]
as said...some other gate parts use the same texture as the chevron on the frontside does,
only for the chevrons on the backside, i was able to make the tips translucent
(real gate-prop reference):
[URL]http://www.stargatetew.com/agate/SGA-Gate-02.jpg[/URL]
[URL]http://farm3.static.flickr.com/2128/2046237144_0d70d984dc_b.jpg[/URL]
(gate ingame):
[URL]http://img651.imageshack.us/img651/3544/yrnz634745m84py.png[/URL]
(2nd. with map light-source reflecting on the model)
this it how the outer_inner track of the gate looks like with these phong parameters*1* in the .vmt
it shows aswell, which other parts occupie the same texture the chevron uses (concerning the efforts of translucent chevron tips)
*1*
[CODE]"$phong" "1"
"$phongexponent" "0.5"
"$phongboost" "1"
"$phongfresnelranges" "[0.05 1 0.5]"
"$phongalbedotint" "1"
"$halflambert" "1"
"$rimlight" "1"
"$rimlightexponent" "1"
"$rimlightboost" "1"[/CODE]
(without $phong - as i normally use it):
[url]http://img38.imageshack.us/img38/9315/4w3n7q34n37qn4n.png[/url]
[URL="http://img249.imageshack.us/img249/9315/4w3n7q34n37qn4n.png"] [/URL][/QUOTE]
your EH looks wierd
[QUOTE=Fisk;21388352]your EH looks wierd[/QUOTE]
in which way, "weird"?
let me guess, it looks a bit like "jelly"?
sidenote:
uploaded a video of it some time ago:
[URL]http://www.youtube.com/watch?v=pwMCcjtAyQA[/URL]
(animation loop is visible, but i was quite satisfied with the results back then)
did change the standart normal for this, which is supposed to simulate depth, into a normal which uses the same frames as the actual eh
[QUOTE=fdinasty;21389144]in which way, "weird"?
let me guess, it looks a bit like "jelly"?
sidenote:
uploaded a video of it some time ago:
[URL]http://www.youtube.com/watch?v=pwMCcjtAyQA[/URL]
(animation loop is visible, but i was quite satisfied with the results back then)
did change the standart normal for this, which is supposed to simulate depth, into a normal which uses the same frames as the actual eh[/QUOTE]
dunno it just dosent look like a eh from stargate, theyr more "watery"
[QUOTE=Fisk;21392228]dunno it just dosent look like a eh from stargate, theyr more "watery"[/QUOTE]
i could try to edit this one some more today,
the problem, is, to find a close to hd quality texture of the eh
since most standart eh's are low-q...
if i'm right, lord hayden intended to work on such a hd eh...
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