Recent content by MoonUnit

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    Custom model woes, smds badly made?

    SOLUUUUUUUUUUUTIOOOOOOOOOON OK, so this saga is for now basically over. Thanks to everyone who chipped in. Its been a while since I last posted on it but I had someone look at the files and they eventually found the source of the problem, thank fucking christ. So now, using hawks method I can...
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    Custom model woes, smds badly made?

    Ok, so there's been a thing or two said that I'm going to skip over because I've had a bit of progress. But thanks for all your replies! So... Using the second method (that is, Hawks. Thanks for dropping by!): I did a few tests, and it seems that its just THAT model that's having the UVs...
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    Custom model woes, smds badly made?

    Thanks for keeping the replies coming guys. Ok so to be very clear basicaly at the end of the day, however its done I just want my models in game. I'm currently facing problems with two differen't methods I am using to try to making this happen: 1. Using the prall plugin from maya: The...
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    Custom model woes, smds badly made?

    Ok so just did another test with going through XSI to get SMDs. So first I put the Noesis skull through, worked a charm and I've got a happy skull in game. Its texture is kind of... bland though. So you can't really tell if the UVs shifted but I don't think they did.... So then I tried the...
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    Custom model woes, smds badly made?

    Hey guys, thanks for putting the time into those responses. Ok so one by one; Aye I have seen that tutorial to go through XSI. I tried that one but annoyingly when I took my model into XSI the UVs wen like... 10 pixels to the left. Making them borked and broken. So I figured out how to move...
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    Custom model woes, smds badly made?

    So I've collected some knowledge from various locations around the net. Starting first and foremost with this tutorial by Noesis: http://www.moddb.com/engines/source/tutorials/introduction-to-custom-props-for-source-powered-games-with-maya And a few weeks back I successfully completed the...
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    Custom texture lighting issues

    Ah, cheers thanks for that! As I say I was adapting my knowledge from only previously having done custom model textures.
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    Custom texture lighting issues

    Hello again, more lighting issues it seems So I've been working on some custom textures for my map. I've got them in game and that's all looking spiffy but they're reacting weirdly to lighting changes. As you can see in the attached screen shot when the player is in the sunlight they are well...
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    A question on ambient light

    So it was a leak, thanks for a all the help guys :) (if your curious there was some trouble with displacements and a mesh that protruded out into the void seemed to cause a bit of trouble too).
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    A question on ambient light

    Ok I've attached to this post some screencaps of my problem. There's the light_spot entity in a small room. Its downward facing and has an intensity of 2000 (sorta extreme to illustrate the point, looking at decompiled valve maps they're often 200). There's a prop above it with shadows disabled...
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    A question on ambient light

    Thanks for the welcome and the advice so far. Ok so that wiki page was useful and I sort of understand the different falloff systems but I'm still not really understanding what causes the bounce. I mean as you say a constant light would theoretically never fade but for a spotlight it would...
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    A question on ambient light

    This is kind of a newbie question so apologies, but I had a search through and couldn't find the answer anywhere. Essentially what I'm trying to understand is how bounce light works in indoor environments. I understand that outdoors when you have an light_env any face that can see the skybox...