hi, i'm VaTTeRGeR, currently mapping and modelling for the source-engine and MoW.
How are you currently doing the flashlight volumetrics?
You could try adding a cloud of floating sprites in the players view frustum, which are only visible by illumination from the flashlight. The sprites should not move with the player but on their own and spawn/despawn based on visibility.
It would already help to add some grunge and dirt and cracks to the glass-texture.
Just the other way around! It was ******* epic when the servers were still full, it was my favorite multiplayer game... but it slowly died.
Well, it crashes after rendering the first ingame frame. No Error Messages and no crash log file...
zombie can haz nadez, mortar ammo and mollys :D
they are at least more memory effective and you can shove more stuff to the gpu, like lighting and sorting when moving parts are involved.
sprites aren't just "pixels", they are pixels drawn on a model (quad or 2 triangles)
good model and texture overall,
but a bit too highpoly and it's missing ambient occlusion,
cause the upper one looks like it has no connection to its pillar.
wie ist das passiert? Man erkennt nicht mal mehr das es ein auto war o.o
Ich finds gut. die fernbedienung ist aber iwie zu hell und zu reflektierend für meinen schlechten geschmack :D
durch den schwarzen strich vorne sieht es echt aus wie ne ente, das ist ein schatten oder?
dat m'stache :D
Thx for the add
i changed it a bit, the griplesslyness (holy f*ck, dat word :D) is intended
ich mags überhaupt nicht, irgendwie komme ich mit den tools nicht schnell genug vorwärts, deswegen wird in c4d nur geriggt und gerendert fürs erste :D wobei c4d schon einige nützliche mesh funktionen hat.
Die machen Internetseiten und Apps hauptsächlich, davon verstehe ich aber nichts :D Deshalb gehts ans modellieren.
Sind echt nette Leute da, ist aber nur ein Schulpraktikum.
Und schön das du vorbei schaust ;) Was ist eig. mit dein profil los, da kann ich nichts mehr sehen?
Btw. die Klammern sind mit Blender gemacht, sind auch im Grunde das schönste am ganzen model :DDD
awesome, but do you expect the sdk-update to come out in a week or a week of valve time? :D
love it, dat gameplay :D , just needs polishing, like new static models and map-overhauling
thx for your add!
Are these the buildt-in smokevolumes in ep2? This looks amazing, never used this stuff in my maps!
ah, that's good! thx for your reply! :)
Are hl2+episodes needed to play or only sdk base 2007?
hmm, it's more like trying get the detail to an maximum, playing around with the engine, nothing that will ever be really practical with the current source engine... Instead of going through this way of mapping, it's properbly easier to use a newer engine.
btw,i think you don't need to bake the normalmap to the diffuse, and source's model-lighting system only supports this type of high-quality lighting with projectedtexture-lights or alien swarms deferred light mod, but these are much more costly, inacurrate and buggy than this right now. you can also create much rounder and more detailed indoor environments, like lights and shelves being perfectly integrated into the walls without looking blocky and stuff.
Yeah, it's originally build for children, but you can pin the seats in different positions so that 1 adult or 2 children can ride it :)
i think he means the white rim at the lower blood decal, it looks bad when for example being in an very dark environment, anyway, they look nice overall :)
i recommend you to try out kHED,
it's way easier/faster/better for prop modelling than milkshape
and it can export smd and ms3d ;)
awsome, rustys texure makes it look 100 times better :)
you should take some ingame screens of it, with correct cubemaps.
That shiny-cubemap tex is the standart HLMV cubemap ;)