Post your pics of mods in beta, or pictures that do not have a mod associated with them.
Eaton
Posts: 1639 Joined: Thu Jun 14, 2007 4:16 pm
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by Eaton » Sun May 18, 2008 3:39 pm
NotZachary82
Posts: 644 Joined: Sun Oct 28, 2007 9:15 am
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by NotZachary82 » Sun May 18, 2008 3:46 pm
looks pretty nice.
but it doesn't look like any shader swaps took place, only the new bitmaps were injected. the reason i say this is because i can still see certain detail maps.
Eaton
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by Eaton » Sun May 18, 2008 3:49 pm
How can I get rid of the detail maps? I want it to be a SOLID texture. I want it to look like the bitmap I injected.
kibito87
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by kibito87 » Sun May 18, 2008 5:54 pm
Not bad so far. I have to admit that the texture you used on the walls is...for lack of better words...over-used. That and it doesn't look like much in the way of a buildings side...though I know you were going for more of a frosted look. (from what i'm getting from the pictures). Make sure you do something with the sand too! Unless you already did...it's hard to tell.
Eaton
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by Eaton » Sun May 18, 2008 6:06 pm
Most of the textures repeat and I tried to make a good skin for it, but it came out wrong.
Prophet has been acting up and I can't seem to get rid of the detail maps! The sand has been skinned, but it is difficult to see.
NotZachary82
Posts: 644 Joined: Sun Oct 28, 2007 9:15 am
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by NotZachary82 » Mon May 19, 2008 1:03 pm
I also see no saturation edits to the shaders!
by the way, you could go to the shader tag and null the detail maps if you wish.
Eaton
Posts: 1639 Joined: Thu Jun 14, 2007 4:16 pm
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by Eaton » Mon May 19, 2008 1:15 pm
NotZachary82 wrote: I also see no saturation edits to the shaders!
by the way, you could go to the shader tag and null the detail maps if you wish.
It's not done yet!
I did try to null some of the bitmaps, but it either comes out with this solid black shader or the bitmap just switches between some other shaders in the map. It's odd.
Last edited by
Eaton on Tue May 27, 2008 4:16 pm, edited 1 time in total.
DarkShallFall
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by DarkShallFall » Mon May 19, 2008 1:16 pm
Add some metallic to that texture and you might have something useful for the cove gun tower.
Iron_Forge wrote: I assume I won?..I should get an emblem...
Eaton
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by Eaton » Mon May 19, 2008 1:17 pm
DarkShallFall wrote:
Add some metallic to that texture and you might have something useful for the cove gun tower.
Ok. By the way, I'm using your texture pack for some of my bitmaps.
DarkShallFall
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by DarkShallFall » Mon May 19, 2008 1:19 pm
Eaton wrote: DarkShallFall wrote:
Add some metallic to that texture and you might have something useful for the cove gun tower.
Ok. By the way, I'm using your texture pack for some of my bitmaps.
Thats why I posted it.
Iron_Forge wrote: I assume I won?..I should get an emblem...
Eaton
Posts: 1639 Joined: Thu Jun 14, 2007 4:16 pm
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by Eaton » Mon May 19, 2008 1:26 pm
DarkShallFall wrote: Eaton wrote: DarkShallFall wrote:
Add some metallic to that texture and you might have something useful for the cove gun tower.
Ok. By the way, I'm using your texture pack for some of my bitmaps.
Thats why I posted it.
Well, thanks for posting it because it's a big help so far.
xlRainlx
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by xlRainlx » Mon May 19, 2008 7:17 pm
looks cool, skin could use some work though. also, try making the water a lil more snowy-looking
Eaton
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by Eaton » Tue May 20, 2008 12:18 pm
xlRainlx wrote: looks cool, skin could use some work though. also, try making the water a lil more snowy-looking
The water has been a huge issue. I have consulted many people about it and I really don't know what to do.
neodos
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by neodos » Tue May 20, 2008 3:10 pm
Add some blue/grey fog and add to the lightmaps some blue/dark tones.
Look great so far =p
Eaton
Posts: 1639 Joined: Thu Jun 14, 2007 4:16 pm
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by Eaton » Tue May 20, 2008 3:15 pm
neodos wrote: Add some blue/grey fog and add to the lightmaps some blue/dark tones.
Look great so far =p
Ok. I hope Entity's Chunk Cloner won't act up while I am adding vehicles/weapons. I even fixed my plugin and it still breaks the map.