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Animator, Modeler, Rigger, bunch of stuff |
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Halo, Crysis, Minecraft, Half Life, L4D, bunch of FPS games |
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R93_Sniper has contributed to 403 posts out of 439668 total posts
(.09%) in 834 days (.48 posts per day).
20 Most recent posts:
oh my god, these polls are so badly made. Can you just like, redo it altogether? seriously.
I've done plenty of halo based story writing, so if you need help, I can provide some (I can also keep it within halo canon)
You're getting a reference error. Open the model in guerilla and scroll down to the bottom. Click the three dots for each shader model and tell it where the new path is
Or you could be like me, and then make a model like this:
Put that through a 3D printer, it'll come out nice. you may need to etch in extra detail but eh
a 3D printer wouldnt care about UVs because it's not painting textures onto an object. UVs are usless in this matter
Portaling should fix anything dealing with dissapearing stuff. Adding some light distance fog might help too
The bitmaps are 256x256 if im not mistaken. Also, those off colored pixels are due to bad smoothing groups, i fixed those before release
As another thing, there's 2 because the left one is actually an OS variant, but the difference is so negligable that i decided to scrap the OS version. I kept the normal map in there though, incase anybody wants to mess with it
Quote: --- Original message by: jabberwockxenoQuote: --- Original message by: R93_SniperOut of sheer boredom, i decided to try to put this thing ingame http://i42.tinypic.com/2lmki9s.jpg Only issue? I can't find a reference, so i cant make origins that look accurate/nice. Can somebody give me an ingame screeny please? (idle only, don't give me a firing image. Also, full screen image, not a zoomed in picture) *Edit* boredom made me make these origins as a base for the real ones http://i43.tinypic.com/25i17cg.jpg Don't hate me because they suckEdited by R93_Sniper on Apr 30, 2013 at 01:30 AM Is that the default maps for the thing, or is there custom shaders and mats at play in these shots?
Those are real textures and i set up shaders based on how the model's material IDs were already seperated.
With that out of the way, Here's something as i promised
******RELEASE******
Halo 4 UNSC Barrier Tags

Includes - Model - Textures - Scenery Tag - Shaders - 3DS Max 2010 .max file
Download Link: http://www.mediafire.com/?k05b9chh42gm6oo Edited by R93_Sniper on May 21, 2013 at 03:33 PM
Quote: --- Original message by: Ghostgamer0211 - The "Specular map", well that I put the gun is this: http://www.mediafire.com/?069j9w8cio62tt7, is not mine is from another user ... okay that as Specular map, or must be different ... http://i1365.photobucket.com/albums/r745/Ghostgamer02/1_zpsd2cf124a.png Change The Exponent and Coefficient to 1 if you want it to show up2 - The "Normal maps", really do not quite understand that, but according i was looking at are the details that is added to the weapon, well the truth is not the one with the gun is this: http://www.mediafire.com/?qb1a1o7bflqpo63, is well that it has or not ... http://i1365.photobucket.com/albums/r745/Ghostgamer02/2_zps62bad4bf.png Base Normal Coefficient needs to be at minimum 1, if you want it to have more depth, use 1.53 - The "Specular tint overrider", do not really understand that funsion has, but according the tutorial should be white, but the truth when I put it gives no effect ... http://i1365.photobucket.com/albums/r745/Ghostgamer02/3_zpsd3236436.png This should work fine4 - The "Specular lighting", which funsion has, or gives effect to the weapon ... http://i1365.photobucket.com/albums/r745/Ghostgamer02/4_zpsd3c27313.png At MAX, this should be 5. Set the Exponent to 1 and coefficient to 5, that might get you some good results
Reach Banshee, do not want
if you compiled using OS tool, the debug would be in your my documents/my games/halo ce/ opensauce folder
Otherwise, make sure that the command you're using is "tool model" and not "tool models". The second one doesnt work iirc. Double check the export and your folders. maybe putting up some screenshots would help as well
If you have the time or are willing to make the effort, you can edit a model so that it becomes a single closed mesh and then you can 3D print that.
Read the first line, im releasing all of those
Side note, i'll be releasing something later today, so be prepared for that
Try to recreate one of those weapons first, it might be better for us to actually see what you can do
Im really liking that White Carbine and the Red Shot (the one with the front blade)
Also, why not try to do something like having the brute mauler with two barrels, the brute shot's blade, and the carbine's magazine, except loaded from below
Bump bump, any new updates?
Can you show the collision model for that please?
(Also, some of your textures are in the wrong place)
Put SeL's Requiem in the MapCycle
..is that a light glow i see on the plasma pistol's meter?
I understand the implications that the model and textures arent mine, but i am the one doing the animating and tagging so with a technicality in place, they are "my" tags as they are my variation of the tags.
Do i own the content? no, thats stated in the EULA, but for argument's sake they're "my" tags. If you're really going to be butthurt and try to put down this kind of formal stuff at me, bring it to somebody who actually cares
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