6thLoneWolf has contributed to 134 posts out of 439655 total posts
(.03%) in 818 days (.16 posts per day).
20 Most recent posts:
foundry sandtrap cmt snow groove
Edited by 6thLoneWolf on May 18, 2013 at 02:29 AM
Quote: --- Original message by: Shockwave I know but I don't find this f***** button to extract emf models.
origins

Edited by 6thLoneWolf on May 3, 2013 at 06:17 PM
Working on br for fun Edited by 6thLoneWolf on Apr 4, 2013 at 03:42 PM
Quote: --- Original message by: Georgespartan01 Daniloc. Tristemente en este foro no podras hablar español, es cierto que existe un traductor de google instalado en esta pagina pero dejame decirte que el traductor de google no es muy bueno y llegara a traducir palabras que podran confundir a la comunidad o a ti mismo. Soy mexicano, cualquier duda que tengas puedes consultarme.
I just said to Daniloc he can´t speak spanish in this forum due to the lack of people who know this language and because the traductor is not enough good and it may confuse the people with some words.
DaniloC lo sabe perfectamente y estoy seguro que lo hizo a propósito o simplemente por pereza, no necesita ayuda creéme Edited by 6thLoneWolf on Mar 27, 2013 at 03:44 AM
Quote: --- Original message by: Georgespartan01
If you want to create your own mapping comunity or something like that. You must first show your maps or your knowledge. Its not the correct way to come and say "I need some guys to help me and join my clan of mapping" NO!
You need
-BSP Creators -Bitmap/Texture/Shader Designers -Scripters -Music and sound developers -Scenery Modelers -Biped modelers and Riggers. -HUD Designers -Weapon Designers (This include the projectiles and effects) -Animators.
BTW RMT... Sounds like a copy of CMT (No offense) But I just wish you the best of luck in your projects And finally theres nothing wrong with rippers, I mean ripping has no problem until you gave credit to the original creator. Edited by Georgespartan01 on Mar 25, 2013 at 04:03 PM Edited by Georgespartan01 on Mar 25, 2013 at 04:04 PM
Fixed -Modeler(s): BSP Creators/Scenery Modelers/Biped modelers/ weapon modeler -Bitmap/Texture -Scripters -Music developers (meh) -HUD Designer -Taggin: -Weapon Designers (This include the projectiles and effects)/Shader Designers/sound -Animator(s) fp/tp
crate space C:
 Edited by 6thLoneWolf on Mar 24, 2013 at 05:58 PM
He's probably altheros just saying
assuming that is part of the weapon interface you are using your bitmap in screen effects something like this
and the result is obviously something like this
delete that and do the following in the crosshair overlays
and you'll have something like this
here is my bitmap

Hope that helps Edited by 6thLoneWolf on Jan 31, 2013 at 03:25 PM
you're welcome http://forum.halomaps.org/index.cfm?page=topic&topicID=37110
Edited by 6thLoneWolf on Jan 14, 2013 at 03:34 AM
Happy new year
http://www.mediafire.com/?82125lm8rm2dte8 Edited by 6thLoneWolf on Dec 31, 2012 at 08:38 PM
what about this..  Edited by 6thLoneWolf on Dec 25, 2012 at 05:03 PM
Quote: --- Original message by: Jesse How did you render with cube maps? Using reflection>reflect/refract maybe ask to waffles or bourring for better settings
ta da!
 Edited by 6thLoneWolf on Dec 13, 2012 at 06:26 AM
I..I.. I'm Mexican? omg crying right now  Edited by 6thLoneWolf on Dec 12, 2012 at 12:31 AM
bitch please Edited by 6thLoneWolf on Dec 13, 2012 at 12:39 AM
spartan hub would be the settings and the font is ITC Conduit I think Edited by 6thLoneWolf on Dec 9, 2012 at 06:13 AM
don't panic http://youtu.be/-qRDg9WS7fk?t=12s Edited by 6thLoneWolf on Dec 8, 2012 at 08:38 PM
Quote: --- Original message by: Jesse Yeah, shadows need to blur the further away they are, but I personally like them sharp all the time. Apart from that though, the maps lighting itself looks rather bland.
Quote: --- Original message by: waffles Your light source is very wrong, weird looking shadow in the middle of the map, lighting direction is wrong for the sky. Use a direct light for a simulated sun, and use the sky tag to get the pitch and yaw for the light direction; y=yaw, p=pitch. In 3ds max, y=pitch z=yaw (i think, that or the reverse).
There also is no depth to be found in the shadows or the light itself, objects further from the ground should be blurry, while getting sharper the closer to the ground. Area shadows do a good job of getting the feel of depth.
ok, ty I'll try to get better next time, this just was a quick test cuz my old lightmaps really sucks this is old -->> lol
better lightmaps?
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