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Posts posted by Johannes Burock
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I'm not sure what you're trying to say, but I think it looks good!
sure, but it shouldnt blend so much, have to change this in the materials
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the forum was the only one which 7up visited... when he got into the forum a popup came which want to install javaw.exe and after this (WITHOUT installing this) it was to late...i also havent any problems with my system...but 7upMan had this prob two times on two different pcs...
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7upMan got a second trojan today directly after visiting the forum today (with the internet explorer).
W32/Kryptik (or something like this).
also his laptop is infected now too...
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thanks SH and nbohr1more
the problm is that it looks a bit unsharp...the org photos ide taken have 12MP for every photo, after bringing the woodparts together it was ~8000 x 2000 pix and after downscaling to 2048x1024 it got unsharp...there is clearly a leak of knowledge in image editing...
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Yeah Nosslak, exactly this are the things i searched for when asking for new tree models...great
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both are done with gimp ? it looks like to small samples...or to high mindetail...because of that you get such little spots on your groundtex
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Some of those shots make it look like the normalmap might be inverted.
ideed...thats mine, missed that . but how i wrote, it was created in a min...^^ sorry for that SH
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ok, for quick normalmapping njob is really good, you really cant do anything wrong...if you want to have more options use crazybump or shadermappro (both cost...shadermappro less than crazybump)
because of the few options, detailed textures shouldnt normalmaped with njob or later overlapped with handmade normals...
but for "standard"textures njob is REALLY good (good filters) and fast (few click)...
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well, tested njob a bit...also very cool, thanks
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i used normalmap GIMP plugin... shader map pro sounds interesting.i gonna check it out.its free ?
i think 20 dollar but how i should say this...you can get it free on the right places...
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thanks JB !
but i still understand very good how normal maps works... yes,i know what they do,but dunno how to make it better...
i use shader map pro (cost less than crazybump and is nearly as goog)...with this and fe photoshop you can create good ones...i had not reached this level yet)
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That looks stunning, Johanne - what's the story behind it? In fact - I'm dying to know the story behind all the snippet videos of FMs you've shown off. The crazy tunnels and elaborate sewers! Enquiring minds need to know!
no storyspecific information before release...
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@ Sotha
1. im not worked in particle editor, so i dont know
2. with this way you can have a very individual way...rotating leaves, leaves which make circles, wavering leacves...and let them fly froim and to where you want...
@ Shadowhide
eventually yes. but some steps between are also inside (for bether perf. and optics)
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that shows how important particle effect is
only fog is particle...the falling leaves are scripted
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I was thinking of joining the Season's Contest, but unfortunately I'm not going to meet the deadline anywhere close, because of few freetime and my other project. However, here is a vid of a part of this mission. I will probably release it some time after "Old Friends".
i also wanted to choose "autumn theme"...( use 720p...):
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this command forcing script to run immediately ?
this say: start this and get to the next step without waiting until the end of the first step...
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void main()
{
thread movewisp1();
thread movewisp2();
}
thanks for that ...this works well
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try this
void main()
{
movewisp1();
sys.wait(49); ///its time after that movewisp2 script run (if only i didn't making mistakes :>) )\\\
movewisp2();
}
but in this way the first one fly and after 49 sec the second one...but they should fly at once
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wanted to start a thread esp for this problems...
and the beginner is this one (this are my first steps in this area of mapping...so maybe it is very simple:
i have two movers, both fly along a nurbs kurve...with this script:
void movewisp1() [and a second one "movewisp2"...]
{
$mover_irrwisch1.time(49);
$mover_irrwisch1.decelTime(1);
$mover_irrwisch1.accelTime(1);
$mover_irrwisch1.startSpline($path_irrwisch_1_1);
sys.wait(49);
}
both should fly simultaneously, and this is the problem...
if i throw this two things in this one:
void main()
{
movewisp1();
movewisp2();
}
first the "1" fly and after that the second one...
i also tested to "call" both scripts with a trigger but with a trigger you can only call one script (right?). and to use one trigger to trigger 2 other trigger which "call" the one and the other is possible but unaesthetic for 10 movers...
so, how can i handle this problem in an easy way?
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you probably add visportals to filters
uncheck all your filters and try again
thanks Shadowhide. yes, that was the problem, i checked this before but never came on this idea...why cant i select a nodraw after deactivating VPs ?
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hey,
i want to dreate a func_rotating, but after give it the nodraw tex i cant select it anymore...havent got this prob before...?
Virus Alert?
in Off-Topic
Posted · Edited by Johannes Burock
maybe, i also use another browser. and all other ones without problems also do...i wont test it