WiP in WiP, post your screenshots!

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I'll check positioning for the nose.

I do have a blu skin also, The hat starts team color, and the accessories start gas tank yellow. (since that's the same yellow on blu and red). But right now the shoes and accessories are 2 textures (each 256). So Blu skin only changes the first (shoes stay red).

So if we get 2 slots the shoes can be one, the tie/hair/nose can be another. If I submit before then I'll have to combine the shoes and acc into one texture. (The hat is a hat).

I kind of want to leave the shoes as part of the acc pack. Then they could be equipped with googly eyes for pure goofball.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
detail_pass_087.jpg


detail_pass_088.jpg


detail_pass_089.jpg


detail_pass_090.jpg
 
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Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Beam me up Rexy :D
Looks good, making models that show the tech in use explains the whole crystal mining theme well.


@Soylent
The shininess has to do with the parameters in your vmf, tone them down a bit. I think about 5 pages back at polycount there is a post showing settings on a spy knife that's a good guide.

The blockiness is smoothing groups, need to select all those polys and make them one group (I imagine you extruded the handle out, which will give each face it's own group in 3dsmax)

I suppose you are using W and V models for the shotty? I haven't dealth with that yet. Do they both use the same VMT? Or did you compile them both with $skinfamilies?
The original shoty isn't team colored is it? Are any of the old V/W models team colored? Maybe that only works with the new C models.
 

soylent robot

L420: High Member
May 26, 2009
499
394
Beam me up Rexy :D
The shininess has to do with the parameters in your vmf, tone them down a bit. I think about 5 pages back at polycount there is a post showing settings on a spy knife that's a good guide.

The blockiness is smoothing groups, need to select all those polys and make them one group (I imagine you extruded the handle out, which will give each face it's own group in 3dsmax)

I suppose you are using W and V models for the shotty? I haven't dealth with that yet. Do they both use the same VMT? Or did you compile them both with $skinfamilies?
The original shoty isn't team colored is it? Are any of the old V/W models team colored? Maybe that only works with the new C models.

thanks for the advice ^^
the handle is a seperate element from the main case of the gun. im faily certain i know how to apply the smoothing groups. guess it means i need to recompile it again.
it's not a v/w model, its a c model. i decompiled the frontier justice c model and rebuilt it as this shotgun, then recompiled it, still with the FJ names. the FJ does have team coloured skins. in the qc file, it has this:

$texturegroup skinfamilies
{
{ "models/weapons/c_items/c_frontierjustice.vmt" }
{ "c_frontierjustice_blue.vmt" }
}
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
That's probably the issue

should be

$texturegroup skinfamilies
{
{ "c_frontierjustice" }
{ "c_frontierjustice_blue" }
}

Since the red 'name' was wrong it was probably just defaulting to applied skin and not reading the skin familes correctly to swap.

(I figured you probably did know smoothing but just trying to cover all bases ;) ) Yeah, you'd need to recompile.
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Finally doing more work on Chill after my summer break from mapping and while having a break before making a3 of Dairy...


chillprogress1.jpg

chillprogress2.jpg

chillprogress3.jpg


Just some simple detailing/fleshing out, need to add windows, minor details, overlays and a few more buildings/forests in the background.
 

Batandy

L3: Member
Oct 10, 2010
132
87
ABD857AE1CF4B39BC6D1F87900C8D3D76EDE1C43

got my shotgun imported into the game after a bit of wrangling. is very shiny and blocky, and will only show the red texture, anyone know how to fix this?

That texture error happened to me too when making my "Saloon's troublemaker" set.
Check your qc:
$cdmaterials "yourpath"
the path is defined here as you probably know, and then you must be carefull:

$texturegroup skinfamilies
{
{ "yourpath/yourtexture.vmt" }
{ "yourtexture_blu.vmt" }
}
This will cause to load only the first texture.remove the file path like this:

$texturegroup skinfamilies
{
{ "yourtexture.vmt" }
{ "yourtexture_blu.vmt" }
}

And it should work right
 

soylent robot

L420: High Member
May 26, 2009
499
394
thanks to Stg Frag and Batandy the gun looks much better
1B8EE2A9F750BCD95B46DD44DF0F0683D40D6831

I found the problem with the texture was my vmt's were looking in the wrong folders (i always make this mistake XD)
now i just have to make it less shiny. its the entry for that in the qc file or the vmt files?
 

Huckle

L3: Member
May 31, 2010
149
101

While I'm aware that this is very nitpicky and more of a detailing comment, I think you need to switch up the sizes a bit. Every doorway just looks the same and everything is just a bit samey.

It might just have to do with the egypt theme having the same color on everything and the buildings being the same height but things like these might make you wonder what's missing in a map when it's playing well but just looking a bit stale.