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Crysis 3!!!!!!! All I have to say. :D
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eliteslasher has contributed to 3150 posts out of 465278 total posts
(.68%) in 5,316 days (.59 posts per day).
20 Most recent posts:
Quote: --- Original message by: PRPatxiQuote: --- Original message by: eliteslasher Blowing the texture up like that seems to have created some pixelated edges especially around some of the round parts. I would recommend doing some spot tesselation and then blending if you plan to keep that texture size. Also, after the re-color/re-grunging, it appears some of the shaded areas have become less pronounced and thus look really 2D, even for a base texture. I would recommend going through and picking out the shaded areas in the original and trying to overlay them somehow. Maybe overlay with a greyscale of the original then bring the contrast up a bit until all the flat areas are white and only the edges where the shading is shows as dark, then create a mask and reverse the mask so that only the shaded parts show over top and then play around with layer intensities until you find a level that keeps your updated texture, but also adds in the shading at a good level to make it look 3D. Elite, where the ehck have you been? killing Teemos I presume.
More like working on learning the electronic music scene and playing Gary's Mod.
Blowing the texture up like that seems to have created some pixelated edges especially around some of the round parts. I would recommend doing some spot tesselation and then blending if you plan to keep that texture size. Also, after the re-color/re-grunging, it appears some of the shaded areas have become less pronounced and thus look really 2D, even for a base texture. I would recommend going through and picking out the shaded areas in the original and trying to overlay them somehow. Maybe overlay with a greyscale of the original then bring the contrast up a bit until all the flat areas are white and only the edges where the shading is shows as dark, then create a mask and reverse the mask so that only the shaded parts show over top and then play around with layer intensities until you find a level that keeps your updated texture, but also adds in the shading at a good level to make it look 3D.
I understand that but what I am saying is that from a business standpoint, if it brings new interest to a product, producers tell imagination to suck it. All I am saying is that now that the franchise has changed hands, be prepared for disappointment, because they wouldn't have bought the franchise if it wasn't for the fact that they full on planned to sell out. Sad yes, but it will be true.
Yes but just as in Stargate Atlantis when they FINALLY got to meet some ancients, it was a necessity. Noone knew exactly that what their look or way of living would be like. Trust me, from a business standpoint, having the Forerunner and Promethean warriors included was a HUGE selling point because they were such a mystery to so many people. Much can be said about putting a real face to that which you know little about.
you could easily model this using multiple models just rotated around a central point like using a frame or a "working axis" (which is the best way to do it). Edited by eliteslasher on Feb 9, 2014 at 05:27 PM
Quote: --- Original message by: Maniac1000 It has that , I will maybe make it a little bigger
Ah I actually see it now on full res but yes, it is pretty darn small and is only a very thin line it seems.
may I make a suggestion on the ring? Where water and meets an exact edge of the ring it looks like it would just fall off, why not have an area on the very edges of the interior ring meant to look like it has a boundary for the landmasses. Maybe extrude and bevel it so it isn't just a rounded ring that goes flat as flat can be all of a sudden as well. I just think it would make it look sharper (visually not physically. It's too sharp physically )
Then you probably shouldn't post this here.
A thought. Put 1 (in the center) or 2 (on the sides) waterways spewing from somewhere onto a trapezoidal-like drain and going over the edge into a large lake below and call it "Aqueduct" or "Drainage"
Quote: --- Original message by: sos If the DayZ community taught me anything, it's that this never works...
...If DayZ taught me anything, it's that we are all screwed because everyone is going to kill everyone because they have a backpack and a fire axe... Juuuust sayin.
Holy freaking hell!!! This is by far one of the best things I have seen ingame for human style yet. Looks like it may even have better playability than Sciophobia.
Now that is just too damn sexy right there!
might I recommend getting a picture with more than a "slightly" faded out... yeah, that word?
Quote: --- Original message by: A Juicy Frank Right. No need for complex hoop jumping unless it's necessary. I had some free time so I was like I KAN DO DAT.
My initial theory was to have the .projectile's .gbxmodel be the plane, and have the texture drawn when the projectile embeds itself (response of 'attach') in an object, but I didn't know wtf I was doing.
my good sir, you just missed out on a great opportunity to use this gif 
http://28.media.tumblr.com/tumblr_m1krcdQL3t1r5mm3zo1_500.gif
Quote: --- Original message by: A Juicy Frank @Elite
It's without OS. I doubt what I did would be practical for all objects, however, as .garbage tags (or .decals for that matter) do not adhere to objects. This means the surface needs to remain stationary for it to look correct. I also had to use a new decal, as I didn't have the option of utilizing any framebuffer blending in a .gbxmodel. They do have the benefit of disappearing on their own after a set time, or being the first to be deleted by the engine if there are too many objects, so there's that though.
It wouldn't have to move for my thoughts. My thoughts are just to have scenery work as part of a BSP. I am sort of a realism whore (don't crucify me Dennis, it's merely an expression) and I just can't stand how stationary objects do not take decals. It's always bugged me. Anyway, thank you for divulging this to me. I may have to find out later how this was accomplished from you or something.
Now I just need to find out how to draw lightmaps to stationary scenery and I may be all set!
Quote: --- Original message by: sshers4Quote: --- Original message by: JesseQuote: --- Original message by: ASCENDANTJUSTICE @ All: RIP Paul walker, people on fb keep messaging me that. Who is the poor guy? The actor who plays Brian in The Fast & Furious series. ASCENDANTJUSTICE: I could PM any beta maps to you via halo maps, so no worries. As for a tutorial, maybe I'll get around to it. All I do is move vertices and connect edges, Boolean, extrude and such. Well that's weird because in Family Guy there is a dog called Brian and he had a car accident and he died.
...and when they realize that the stewie/brian combo is the ONLY thing keeping the ratings alive, stewie will MAGICALLY create another time machine. I wouldn't bother counting Brian out until the voice actor actually dies or they kill the whole series. I can almost guarantee he will be back.
Also, is this decals on objects with or without OS?
Quote: --- Original message by: JesseQuote: --- Original message by: eliteslasherSo, a quick question on open sauce, (not necessarily directed at you killa unless you are helping on development) is there ever going to be dynamic decals on scenery like bullet holes, burn marks and other things that are created dynamically from ingame weapons discharge or is this 100% impossible? Edited by eliteslasher on Dec 1, 2013 at 12:16 AM Even Reach doesn't do that :( It's something that's bugged me for years, even COD can do it!
It's a bummer. It would make it much more realistic when you make certain parts that are meant to be BSP into scenery for the sake of polies.
Also, for those who don't know, RIP Paul Walker! Edited by eliteslasher on Dec 1, 2013 at 11:40 AM
So, a quick question on open sauce, (not necessarily directed at you killa unless you are helping on development) is there ever going to be dynamic decals on scenery like bullet holes, burn marks and other things that are created dynamically from ingame weapons discharge or is this 100% impossible? Edited by eliteslasher on Dec 1, 2013 at 12:16 AM
Why would I download a map from a person who joined yesterday, gives no pictures or links to videos, and does not have a name similar at least to one that I know in case it was a person that got banned. This reeks of malicious content for sure.
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