Search found 627 matches

by Kurinn
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...
by Kurinn
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...
by Kurinn
May 31st '11, 21:29
Forum: Projects
Topic: Mr. Project DX
Replies: 823
Views: 379726

First version of animated water is complete...

[attachment=4828:water.jpg]

Video:

[attachment=4827:WaterDemo.mp4.zip]
by Kurinn
May 31st '11, 02:02
Forum: Editors, Emulation, Etcetera
Topic: Animating Wall Textures
Replies: 2
Views: 2893

There's an animated_textures element listed in the MML. For an example, you can check out the terminal animation from M1A1, which is in the settings.mml file. <sequence coll="17" numticks="3"> <frame index="0"/> <frame index="48"/> <frame index="49"...
by Kurinn
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 ...
by Kurinn
May 30th '11, 02:02
Forum: Projects
Topic: Mr. Project DX
Replies: 823
Views: 379726

I'm still confused. My understanding was that minimum_glow_intensity is the highest light value for a polygon containing a 3d object at which the glow map would be used. minimum_glow_intensity: the threshold at which "glowing" images are independent of light levels. Above this threshold, n...
by Kurinn
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...
by Kurinn
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 ...
by Kurinn
May 29th '11, 12:53
Forum: Projects
Topic: Mr. Project DX
Replies: 823
Views: 379726

Textured the ATM... Subtle glowing effects and bump-mapped keypad. Not perfect, but still looks okay, more or less.

[attachment=4822:1.jpg]

[attachment=4823:2.jpg]

[attachment=4824:3.jpg]
by Kurinn
May 29th '11, 04:50
Forum: Projects
Topic: Mr. Project DX
Replies: 823
Views: 379726

Here's a plugin version of the lamp. Can't seem to get it to work right, but the object will render, I think. If anyone wants to try it out and tell me what's going on with this, I'd appreciate the help.

[attachment=4821:Kurinn_Lamp.zip]
by Kurinn
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...
by Kurinn
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 ...
by Kurinn
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 ...
by Kurinn
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...
by Kurinn
Apr 10th '11, 18:12
Forum: Projects
Topic: Mr. Project DX
Replies: 823
Views: 379726

W wrote:I can't even tell that's not a real photograph.
Okay, you win. It's not a 3d scenery object, that's from my vacation photos.
by Kurinn
Apr 10th '11, 01:50
Forum: Projects
Topic: Mr. Project DX
Replies: 823
Views: 379726

Hmm... 3d stuff...

This looks nice:
by Kurinn
Apr 6th '11, 21:42
Forum: Chat
Topic: Pathways into Darkness Remake
Replies: 106
Views: 103631

Xilef wrote:[attachment=4730:Screensh...ab_of_RA.png]
Wait, I think I did something wrong...
by Kurinn
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 ...
by Kurinn
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...
by Kurinn
Feb 28th '11, 01:24
Forum: Aleph One Discussion
Topic: Aleph One 1.0b1
Replies: 69
Views: 41443

Is anyone else noticing that text overlays in Lua aren't working?
by Kurinn
Feb 27th '11, 01:42
Forum: Marathon Discussion
Topic: Portal Of Sigma
Replies: 16
Views: 10209

CryoS wrote:Dont worry, I already did.
Just doesn't feel the same if you're doing such a good job creating content for the project, though. You ought to steal harder!
by Kurinn
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 ...
by Kurinn
Feb 26th '11, 01:00
Forum: Marathon Discussion
Topic: Portal Of Sigma
Replies: 16
Views: 10209

Wow, drama from the past.

I wish people would try to steal my work...
by Kurinn
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...
by Kurinn
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...