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Messages - Redskull

#1
Sounds like it'd be a tough feature to implement but it would definatley add more unique features to WW. One thing I've notice is although you can procedurally generate a level throught 3ds max it means nothing if the level doesn't have good flow. One of the reason I stumbled across this.

I remember having a blast thought with that terrain plugin. I looked up the sahara desert on google earth and exported the height map. It made a pretty cool map to drive around in with the hl2 buggy.
#2
So theirs this website that allows you to copy satellite image of layouts of you're favorite cities and then export them as .osm files. What I found most interesting is that you can use that along with the .osm plugin for blender to create a layout of planes. I'm thinking it may be possible to take real life city layouts and turn them into a map. Theirs a bit of cleanup thought with the importing and exporting.

Here's the URL:
https://www.openstreetmap.org/#map=15/54.6777/25.3003
#3
General Discussion / Re: Substance Designer
July 01, 2015, 11:35:33 AM
I'm using 2010 primarily because the games I like to mod are only compatible with that version of max. I guess I could try to install an updated version on a different drive thought. Just don't want to deal with the hassle of resetting everything up for the other games I export models to.
#4
General Discussion / Re: Substance Designer
June 26, 2015, 03:17:35 PM
Awesome tutorial! I'll have to check out what I can do with 3ds max, although I don't know if 2010 has the same  features material wise. Only reason I'm looking for other methods is because I can't quite achieve the results I'm looking for in Photoshop. I can make a great texture but it never seems to look perfect once I apply it to a brush. So I might just have to experiment with the slate tools more. Thanks for the info.
#5
Counter-Strike (CS 1.6, CSS, CSGO) / Re: CS:GO
June 26, 2015, 02:46:50 PM
I wonder if they removed the flashlight so they could add it as *new content*. You know maybe something like a flashlight mod you can add to your guns. I really hope valve doesn't discard features for the sake of microtransactions. That is the underling problem with video games nowadays and why developers can get away with being less creative. Don't get me wrong I'm all for supporting them but if you remove game features for the sake of selling anything but the actual game, then you've lost sight of what you should be focused on.
#6
General Discussion / Substance Designer
June 26, 2015, 02:19:08 PM
Was just wondering what people thoughts were on this tool.

https://www.allegorithmic.com/products/substance-designer


I think it looks like fun but I can't decided if I'd be willing to pay that much for a tool just so I can make some nice textures. Don't know if that be overkill for use with WW.  ;D
#7
General Discussion / Re: Characters and Animation
June 13, 2015, 11:15:53 AM
I've found some good tutorials on http://www.3dtotal.com/index.php. Also I find http://www.digitaltutors.com, has alot of good informative demo content. I was surprised how much I've learned from just the free videos they provide demo accounts. Granted thought its not totally free if you want to finish watching some of the lessons. Also https://www.mixamo.com/, is offering some free riging/animation for adobe photshop users.
#8
General Discussion / Re: Script for Buildings
February 26, 2015, 01:59:43 PM
Nice find, I'll definable experiment with that script. $25 isn't too bad seeing the results it can produce. I'm not sure if I'd use that for brush geometry or just convert it into a model. It'd definable add more uniqueness for randomly placed buildings. Maybe even useful for sky box buildings. :)
#9
I'm basically trying to make city building textures from scratch. I'm having a hard time finding any Photoshop tutorials for it. The ones that currently are in the sdk don't exactly work for all source games. They look out of place in TF2. I've also been experimenting with real pictures of building facades and I can never make them cartoony enough to fit into tf2.
#10
General Discussion / Looking for a photoshop tutorial..
February 10, 2015, 10:55:50 AM
I was wondering if any of you happen to know of any building facade tutorials. I'm trying to make some textures that I can use for a city map. I've been experimenting a lot with real textures and they just don't seem to come out right for tf2.
#11
Do you mean proxies for things like streetlights? I was trying to figure out how to apply a random texture to each building. I don't know if WWMT proxies can be used for that. Have only been experimenting with exporting brushes and models so far.

I also made the streets with wallworm too. The textures for the street and sidewalk were in made in GIMP. I was also using this tutorial when I made them. https://www.youtube.com/watch?v=kc1lZ7fyaqs

It had pretty interesting building script mention in it too but my version max wouldn't support it.
#12
Just thought I'd share an update of what I did with greeble. Thanks again. :D
#13
Well, I'm still learning but if its of any help I've learned a lot from this guy www.3d-sphere.com. I think he does a good job at making tuts for 3ds max noobs. All his tutorials are free so.. definable worth a look.
#14
Well that definitely did what I wanted it to but, just as I was previewing it in hammer it had to re-save because of invalid solids. :) I'm assuming that's what you were talking about with the poly select modifier. Should make things a ton easier when I'm filling out the city blocks in my map thought. I also had to reconfigure my max because I realized I didn't have that concave brush menu option. So I'm assuming this should work the same with the displacement modifier?(with city greyscale)
#15
That is exactly what I've been trying to do. Thank you! I'll have to test this out.
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