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Messages - KevinLongtime

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Static Props / Boxing Ring
« on: January 08, 2014, 04:33:39 pm »
Updated boxing ring for our TF2 event server

Static Props / Re: Stupidly detailed cup
« on: November 19, 2013, 07:35:55 am »
Looks very good! Love the detail in such a seemingly "simple" object

Static Props / Re: Tic-Tac-Toe & Group Logo
« on: February 28, 2013, 05:39:33 pm »

The idea of the server we have is that when a bunch of admins are online, admins host various types of events and in the downtime people trade tf2 items and hang out. The map contains a bunch of arenas for different fighting and game scenarios and prizes are usually various sorts of tf2 items donated from both the people/regulars and admins in the community. If no donations are present, there are also wagered events where each player puts in a (voted-on) wager and winner takes all mostly. The tic-tac-toe mini-game I only just recently added which sits in the main lobby where people can just mess with whenever :P. The JAG logo you see is located above what we call the 1v1 arena for heavy boxing and many other things. And, even when events aren't going on there is still usually some fun to be had because the community just hangs out and talks/trades or does mini (spycrab) duels among themselves. Only catch is that if you live in the USA like I do, it's sometimes tricky to be online when all the fun is going on because it's usually very early on in my timezone.

Server IP:


Static Props / Tic-Tac-Toe & Group Logo
« on: February 28, 2013, 04:07:40 pm »
Here are my latest models brought to Source with Wallworm

Fully functioning Tic-Tac-Toe mini-game

Group 3D logo brought into Source:

WWMT Questions / Re: Wallworm in Max2013
« on: November 07, 2012, 10:49:38 am »
do you need just the SMD files or do you want the texture/directory setup aswell?

WWMT Questions / Re: Wallworm in Max2013
« on: November 05, 2012, 07:18:02 am »
Alright, so I have been doing tons of testing and all along the way have been running into some oddities in lighting/shading which at first I thought was due to some sort of limitation in Source and Source Filmmaker.

However, after doing some comparisons of exports of mine done on the same models with Wunderboys SMD exporter and yours, I am finding that the normals coming from your version of the SMD exporter do not seem to be all that accurate (well, in terms of shading that is). The edges themselves look right and arn't smoothed out of proportion like the last version of the tool, but its the shading (and shadowing in more advanced lighting senarios) that is somehow thrown off. For example, a model of mine exported with your exporter would show up very overly dark with ambient occlusion on in Source Filmmaker and there is shadowing even in parts not needing shadowing; but with wunderboys, the crevices and other things that would normally shadow in real life are accurately represented and are not generally overdarkened and light is able to be casted on them properly without acting weird. Another example is if a model in tf2 has a white silhouette highlighting just slightly around the edges, they look fine when exported with wunderboys, but with the built in WWMT exporter, you can see the white highlights happening sort of all around the model even in the front and not just the edges. If you need some pictures to show what I mean I can do that, but for now I was just giving you a heads up incase you might know whats causing it because it is a shame I'm only allowed to use the legacy texturer exporter with wunderboys while the shading is acting up. Since I'm on my main computer now I can just use Wunderboys for the time being again

WWMT Questions / Re: Wallworm in Max2013
« on: October 26, 2012, 06:17:37 pm »
Alrighty, after my gaming binge of being away from my games for 7 months, I've went ahead with setting up and trying out the latest version of WWMT on my main computer and gave it a try with explicit normals option on.

From the time of clicking compile it took about 4 seconds for the whole process to complete. Seems to be very efficient now and I thank you again for your hard work! The [non-painfull] creation process begins :)

Static Props / Saxxy Statue Render [SFM]
« on: October 22, 2012, 04:59:25 pm »
This model does not belong to me, it belongs to Valve and was edited and scaled by me for use in a map; but this is a render I worked out within SFM using the model imported through WWMT :) Gotta love Source Filmmaker lighting!

WWMT Questions / Re: Wallworm in Max2013
« on: October 19, 2012, 04:59:26 pm »
Ahh, beautiful!:

Finally working, and working great! A bit slow yeah as you said, but I'm not too worried because I can at atleast get some correct edges exported out now. Once you workout the speed, should be amazing! Thank you sir :D

WWMT Questions / Re: Wallworm in Max2013
« on: October 19, 2012, 04:21:47 pm »
Sounds great; looking forward to it!

WWMT Questions / Re: Wallworm in Max2013
« on: September 28, 2012, 03:04:18 am »
It's understandable, no worries. I'm in no rush as I am focusing on saving up for an apartment for the past few months. Once I get my own place I can then hook up my desktop and use the old version of Max installed on it for this. Once you figure it out or wunderboy replies, I can then use it on here (laptop) as a luxury.

WWMT Questions / Re: Wallworm in Max2013
« on: September 26, 2012, 03:57:15 pm »
Alright, thanks for trying Shawn.

Late reply due to my motherboard finally getting fixed on my laptop after 2 months of no computer lol.

Yeah, you definitely did and I appreciate it :)

BTW, when I did try out the newest version of the tool, I was surprised to see that the default paths pretty much are automatically setup too on a fresh install of the plugin which is a very nice feature in itself :) Glad you thought up that feature!

Model WIPs / Re: Utility Manhole Lid
« on: July 17, 2012, 06:36:45 am »
Looking good! As with your tree model I think a normal map and some form of specular shading would do extra good on this as well to bring out the small details in the metal and brick :)

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