• Stargate Carter Addon Pack
    4,521 replies, posted
  • Avatar of Boba Fett
  • 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!
  • Avatar of GOLDENTRIANGLES
  • 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.
  • Avatar of kibbols
  • [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
  • Avatar of Boba Fett
  • [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!
  • Avatar of kibbols
  • [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.
  • Avatar of kibbols
  • 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.
  • Avatar of AlexALX
  • [B]Rev 315 changes: Fixed:[/B] * Cap not work on gmod13 after latest update. * Some other small fixes for gmod13.
  • Avatar of Madman07
  • @kibbols, not really. Bump map describe plane normal variations. So for example, shader take plane normal and add to it values from bump map. Thus, you get "bumps", that you can create from height map (gray scale map that specify each bump height). Normal map descirbe every plane normal vector itself, it's made from hi-polygon model which is projected on low-polygon model and basicaly it's purpose it to give a feeling that model have thousands of polygon, instead of hudreds by manipulating normal vectors ad edges (and other places). So basically, you did bump map I suspect. All things in CAP use bump maps since they are easy to make and give decent looking. Just be sure to not mess normal and bump names together :)
  • Avatar of kibbols
  • [QUOTE=Madman07;37770848]@kibbols, not really. Bump map describe plane normal variations. So for example, shader take plane normal and add to it values from bump map. Thus, you get "bumps", that you can create from height map (gray scale map that specify each bump height). Normal map descirbe every plane normal vector itself, it's made from hi-polygon model which is projected on low-polygon model and basicaly it's purpose it to give a feeling that model have thousands of polygon, instead of hudreds by manipulating normal vectors ad edges (and other places). So basically, you did bump map I suspect. All things in CAP use bump maps since they are easy to make and give decent looking. Just be sure to not mess normal and bump names together :)[/QUOTE] i made a normal map, but the valve developer wiki said to use it it with "$bumpmap" i'll do some more research on it.
  • Avatar of sdbrendan
  • [B]Guys has anyone seen my BUG REPORT: IN SINGLE PLAYER I CANT OPEN THE BULK-HEAD DOORS IN THE PUDDLE JUMPER[/B]
  • Avatar of kibbols
  • [QUOTE=sdbrendan;37773884][B]Guys has anyone seen my BUG REPORT: IN SINGLE PLAYER I CANT OPEN THE BULK-HEAD DOORS IN THE PUDDLE JUMPER[/B][/QUOTE] hmm... does it work in MP?
  • Avatar of kibbols
  • [QUOTE=sdbrendan;37777098]yes it does[/QUOTE] hmm, weird. so, the bump map works at least. but i need somebody to look at this and tell me what is wrong. [CODE] "VertexlitGeneric" { "$basetexture" "custom_models/lantian_crystal/lantiancrystal" "$bumpmap" "custom_models/lantian_crystal/lantiancrystalnormal" "$normalmapalphaenvmapmask" "1" "$surfaceprop" "Glass" "$envmap" "env_cubemap" "$envmaptint" "[ .1 .1 .1 ]" "$envmapconstrast" "1" "%compilenoshadows" "1" "$model" "1" "$translucent" "1" } [/CODE]
  • Avatar of kibbols
  • [QUOTE=sdbrendan;37773884][B]Guys has anyone seen my BUG REPORT: IN SINGLE PLAYER I CANT OPEN THE BULK-HEAD DOORS IN THE PUDDLE JUMPER[/B][/QUOTE] some things in gmod were broken by a previous update of either tf2 or gmod (i can't remember which), this may be a reason [editline]23rd September 2012[/editline] Can anybody guess what i'm making from this picture? [IMG]http://sphotos-a.xx.fbcdn.net/hphotos-ash4/398502_533624186653690_617763871_n.jpg[/IMG]
  • Avatar of kibbols
  • Here's a hint. [IMG]http://sphotos-a.xx.fbcdn.net/hphotos-ash4/267203_533645609984881_93264858_n.jpg[/IMG]
  • Avatar of Iziraider
  • [QUOTE=orrila;37781339]The Ancient stasis chamber[/QUOTE] Like the one in SGAMP ?
  • Avatar of Boba Fett
  • [QUOTE=kibbols;37778019]hmm, weird. so, the bump map works at least. but i need somebody to look at this and tell me what is wrong. [CODE] "VertexlitGeneric" { "$basetexture" "custom_models/lantian_crystal/lantiancrystal" "$bumpmap" "custom_models/lantian_crystal/lantiancrystalnormal" "$normalmapalphaenvmapmask" "1" "$surfaceprop" "Glass" "$envmap" "env_cubemap" "$envmaptint" "[ .1 .1 .1 ]" "$envmapconstrast" "1" "%compilenoshadows" "1" "$model" "1" "$translucent" "1" } [/CODE][/QUOTE] The fuck is this %compilenoshadows" "1" .... Higher the envtint remove the contrast, add phong and rimlight
  • Avatar of kibbols
  • [QUOTE=Boba Fett;37782622]The fuck is this %compilenoshadows" "1" .... Higher the envtint remove the contrast, add phong and rimlight[/QUOTE] k thanks. also, orilla is right.
  • Avatar of assassin21
  • Don't use phong, it is consuming too much performance, and you don't need it for a crystal
  • Avatar of Boba Fett
  • It seems that the forum has been shutdown by someone, I'll take a look around and figure out what reason was behind it, until than it will be Inaccessible!
  • Avatar of Madman07
  • I kinda agree with assassin. Sure, phong is good (if you can actually call phong "good" -_-) but considering crystal size, I doubt that lighting effect will be really visible.
  • Avatar of kibbols
  • [QUOTE=Boba Fett;37782622]The fuck is this %compilenoshadows" "1" .... Higher the envtint remove the contrast, add phong and rimlight[/QUOTE] i looked around and the %compilenoshadows is supposed to turn shadows off for the object... it didn't... [editline]24th September 2012[/editline] would anybody like to animate/code the Stasis Chamber? the model is almost done, just a few more tweaks and testing. [editline]24th September 2012[/editline] How's this? again if somebody could animate/code the Stasis Chamber, that would be nice. [IMG]http://sphotos-b.xx.fbcdn.net/hphotos-snc6/255536_533938279955614_1488740966_n.jpg[/IMG] now, to figure out how to give the silver parts and lights a bump map.
  • Avatar of kibbols
  • hmmm..... i seem to be having a problem with collision. the stasis pod's collision is kinda messed up. the only part wrong with the collision is that i can't go inside the chamber. how would i go about fixing it? don't yell, i am working as fast/hard as i can to find a solution, I just can't seem to find one.
  • Avatar of Iziraider
  • [QUOTE=kibbols;37792209]hmmm..... i seem to be having a problem with collision. the stasis pod's collision is kinda messed up. the only part wrong with the collision is that i can't go inside the chamber. how would i go about fixing it? don't yell, i am working as fast/hard as i can to find a solution, I just can't seem to find one.[/QUOTE] You need to build a collision model from convex objects. If you already did, please post a picture of your col model, and post your .qc
  • Avatar of Madman07
  • When doing a collision model, you need top follow few simple steps. Each collision part need to be convex primitive (aka box, cylinder, etc.). If you need a concave shape (like here), you need to compose it from several simpler primitives (for example 6 box here, top, bottom, left, right, and 2 for back). Then, you attach all of them into one object (but don't weld anything), select all faces in that object, clear and select one, common smoothing group. Ready to export. ninja'd -_-