Search found 627 matches
- Jun 1st '11, 01:19
- Forum: Projects
- Topic: Mr. Project DX
- Replies: 823
- Views: 379726
Did you just post a zip of an mp4 That sounds awfully rhetorical, but I must explain that our dear Pfhorums would not allow direct upload of an mp4. I could have uploaded to youtube and embedded it, I guess? I was too lazy, perhaps. I must say I appreciate how well the animated textures work. I pla...
- May 31st '11, 21:37
- Forum: Projects
- Topic: Mr. Project DX
- Replies: 823
- Views: 379726
As far as UV mapping goes, are you having trouble getting the results you want, or figuring out what that final result should look like in the first place? If it would help, I could show you how I would UV map your ATM model. here are some props I've done. I would need a 3D file Maya could read. It...
- May 31st '11, 21:29
- Forum: Projects
- Topic: Mr. Project DX
- Replies: 823
- Views: 379726
- May 31st '11, 02:02
- Forum: Editors, Emulation, Etcetera
- Topic: Animating Wall Textures
- Replies: 2
- Views: 2893
- May 31st '11, 01:27
- Forum: Editors, Emulation, Etcetera
- Topic: Animating Wall Textures
- Replies: 2
- Views: 2893
After reading the documentation on MML scripting for animated textures, I'm kind of lost. I've looked for discussion here and elsewhere which might provide some better explanation, but alas. I'm wondering how exactly one goes about adding an animated wall texture, and what the MML for that actually ...
- May 30th '11, 02:02
- Forum: Projects
- Topic: Mr. Project DX
- Replies: 823
- Views: 379726
- May 30th '11, 01:34
- Forum: Projects
- Topic: Mr. Project DX
- Replies: 823
- Views: 379726
I can die a happy man now, knowing that we've made great strides in 3D puddle technology. I think with MML I can put a different texture for each bitmap associated with the puddle sequences, so it should neatly replace the pseudo-random puddle appearance variations as seen with the original bitmaps...
- May 30th '11, 01:33
- Forum: Projects
- Topic: Mr. Project DX
- Replies: 823
- Views: 379726
The 3D puddle you posted a while ago looks fanstastic; it's a big step up from the 2D sprite, and I hope people working on scenery replacements for the original games see this. The light bulb itself is a very nice effect. The translucency of the paper shade is hard to notice. I expect a light like ...
- May 29th '11, 12:53
- Forum: Projects
- Topic: Mr. Project DX
- Replies: 823
- Views: 379726
- May 29th '11, 04:50
- Forum: Projects
- Topic: Mr. Project DX
- Replies: 823
- Views: 379726
- May 29th '11, 00:24
- Forum: Projects
- Topic: Mr. Project DX
- Replies: 823
- Views: 379726
Hopper, as always you're a great help when it comes to explanation. You have to put it in a dark area to see the effect. Without glow, an object can be lit anywhere from 0.0 to 1.0, depending on the polygon and miner's lights; with glow, it'll be lit between minimum_glow_intensity and 1.0. If the am...
- May 27th '11, 01:29
- Forum: Projects
- Topic: Mr. Project DX
- Replies: 823
- Views: 379726
New lamp. It was quite fun to make, and not all that difficult, as far as 3d objects go. Still figuring out the proper MML to get desired effects. Transparency masking works well with opacity type 3 for this, can you see the translucency of the paper? It would be neat if the bloom could kind of pop ...
- May 23rd '11, 07:54
- Forum: Projects
- Topic: Mr. Project DX
- Replies: 823
- Views: 379726
More modelling... [attachment=4797:2.jpg] Yay, sliding doors are here! Just in time for summer! [attachment=4798:3.jpg] Also, slightly better looking puddles with amazing, state of the art 3d decal technology! Only 10 million years behind the curve, but it's here at last! [attachment=4799:4.jpg] 3d ...
- Apr 11th '11, 19:48
- Forum: Projects
- Topic: Mr. Project DX
- Replies: 823
- Views: 379726
I think those arches tend to be curved at least a little, rather than straight. Also, I would consider faking some shadow effects: ambient occlusion on the arch itself, and a slight ground shadow to help it look rooted to the ground. There are a buttload of different types when it comes to torii. I...
- Apr 10th '11, 18:12
- Forum: Projects
- Topic: Mr. Project DX
- Replies: 823
- Views: 379726
- Apr 10th '11, 01:50
- Forum: Projects
- Topic: Mr. Project DX
- Replies: 823
- Views: 379726
- Apr 6th '11, 21:42
- Forum: Chat
- Topic: Pathways into Darkness Remake
- Replies: 106
- Views: 103631
- Mar 26th '11, 19:21
- Forum: Projects
- Topic: Physics- why not?
- Replies: 107
- Views: 58909
You seem to be forgetting that physics is kind of essential to doing anything, ever. It does seem that way! But I haven't forgotten that, and I'll get to that shortly... On the contrary, I like anvil quite a lot, and I can count on one hand the number of times it's crashed on me. Well, back when I ...
- Mar 26th '11, 00:13
- Forum: Projects
- Topic: Physics- why not?
- Replies: 107
- Views: 58909
We have a lot of good maps, scenarios, a few Lua scripts, even a few well-known shapes patches from the early days. But physics? Please. Well maybe if the whole concept of physics models didn't suck... Even if by themselves they aren't really all that much of a product for people to look at, we def...
- Feb 28th '11, 01:24
- Forum: Aleph One Discussion
- Topic: Aleph One 1.0b1
- Replies: 69
- Views: 41443
- Feb 27th '11, 01:42
- Forum: Marathon Discussion
- Topic: Portal Of Sigma
- Replies: 16
- Views: 10209
- Feb 26th '11, 21:11
- Forum: Marathon Discussion
- Topic: Portal Of Sigma
- Replies: 16
- Views: 10209
Maybe you should have thought about that before you gave people a free license to use it anywhere... As long as they acknowledge where it came from, which seems to be the key sticking factor here. I'm glad we post so much of what we do to the thread, because it makes it that much easier to see who ...
- Feb 26th '11, 01:00
- Forum: Marathon Discussion
- Topic: Portal Of Sigma
- Replies: 16
- Views: 10209
- Feb 22nd '11, 21:19
- Forum: Projects
- Topic: Mr. Project DX
- Replies: 823
- Views: 379726
Your best bet to do ricochets is to scan projectiles before the detonate to see if they're about to hit a wall next tick, and if they are, get them moving in the right direction before they detonate. We can't pass the actual projectile into the projectile_detonated trigger, because there may not be...
- Feb 22nd '11, 05:42
- Forum: Projects
- Topic: Mr. Project DX
- Replies: 823
- Views: 379726
Better safe than sorry, I guess? I mean, you never know... Edit: also, dude, this isn't FORTRAN, you can (and should) use more than 2 letters in a variable name Edit2: also that ricochet looks pretty bogus, shouldn't it hit the blue wall like 10 stories up at that angle? Hahaha, I just noticed that...