Search found 77 matches

by (THS) Btd69
Wed Sep 06, 2006 1:43 am
Forum: Modding Discussion
Topic: Can someone simply direct me to a mod/s to download
Replies: 10
Views: 1512

Yep.
by (THS) Btd69
Tue May 09, 2006 4:00 am
Forum: Art Studio
Topic: Laptop model.....completley random
Replies: 19
Views: 2202

I could probably help with skinning. But im not touching the UVW map with a 50ft pole. :wink:
by (THS) Btd69
Tue May 09, 2006 3:58 am
Forum: Art Studio
Topic: PLEASE need help with proper texturing and UVW mapping steps
Replies: 5
Views: 1321

In texporter (providing you are using it) in the toolbar on the right, about 1/2 down, theres a selection and a tickbox "select only ID" or similar which will port ONLY that material ID, allowing you to create multiple UVW's for your map/model.
by (THS) Btd69
Fri May 05, 2006 1:05 am
Forum: Art Studio
Topic: (WIP) Dusted
Replies: 30
Views: 3870

I like this map layout a lot. Basicly Dust2 without Long A and the Upper T spawn parts. Only problem I see, is the gap behind the two platforms.Total campage points . What game are you gonna put this in? Halo, I'd say... :roll: Well, the advice would work for both.... But this would be a fun map to...
by (THS) Btd69
Thu Apr 27, 2006 11:13 pm
Forum: Art Studio
Topic: what im doing for the 50$ map contest
Replies: 6
Views: 1183

I dunno.. its like im a trendsetter or something :P

Nah, I like the layout, and don't worry.. I can't be bothered texturing mine in time, so theres no 'dustrelated' competition on your part :P
by (THS) Btd69
Wed Apr 26, 2006 12:39 am
Forum: Art Studio
Topic: Made a model, hows it look?
Replies: 29
Views: 3867

I will gladly fix the errors you have.. only because its so easy for me :P

And yes, the errors are open edges, if it were your collision, then they of course come from the model itself..
by (THS) Btd69
Wed Apr 26, 2006 12:37 am
Forum: Art Studio
Topic: (WIP) Dusted
Replies: 30
Views: 3870

I CANNOT model terrain, admitted, and thats why the polycount is what it is. Ingame, it runs smooth, so I don't see any reason to lower the count. Gotta fix the outside.. and I have to figure out how to make the view distance low, its proving hard to do.. other than that, texturing is about 50% done...
by (THS) Btd69
Fri Apr 21, 2006 5:33 am
Forum: Art Studio
Topic: WIP: M4
Replies: 32
Views: 3316

rossumm, I in no way stated plane modelling is more accurate, gives better results, or is the way everyone goes. I agree that you can get better results with different techniques, and im not against that, however im saying its easier to adapt to, that MOST users will find gives THEM an easier time m...
by (THS) Btd69
Fri Apr 21, 2006 3:08 am
Forum: Art Studio
Topic: WIP: M4
Replies: 32
Views: 3316

Plane modelling is the best way to go, and although can give more errors, you can easily see and fix them. I started out box modelling.. never, never again.
by (THS) Btd69
Fri Apr 21, 2006 3:02 am
Forum: Art Studio
Topic: Creating Custom Gun Animations
Replies: 6
Views: 1251

... just forum search in the tutorials part for "1st person" and look thru pages :)
by (THS) Btd69
Fri Apr 21, 2006 2:58 am
Forum: Art Studio
Topic: (WIP) Dusted
Replies: 30
Views: 3870

Stands at 11356 polygons, and thats basically done, unloess I find it needs more detail after my ingame test. Also it will be in a sandstorm, at about 50% visibility (when I get it right :P). Update pic:

Image
by (THS) Btd69
Wed Apr 19, 2006 4:55 am
Forum: Art Studio
Topic: (WIP) Dusted
Replies: 30
Views: 3870

(WIP) Dusted

Dusted is a map ive been working on, obviously the idea from the dust maps of cs:s (no discussion of cs:s or hl2 please) and is possibly going to be the centre of the map and is about 3/4 done. Terrain needs a bit more manipulating and the more detail needs to be added, incuding out-of-the-map detai...
by (THS) Btd69
Wed Sep 28, 2005 7:34 pm
Forum: Art Studio
Topic: Halo: Rally (midsection.map)
Replies: 3
Views: 824

Halo: Rally (midsection.map)

Well, making the first proper map for the Halo: Rally project.. but im having problems with attatching the models.. erm is anyone willing to attach the bases, as when i do it and create the polygons, I still get errors :/

Image
by (THS) Btd69
Wed Sep 28, 2005 3:29 pm
Forum: Downloads
Topic: Announcing - Halo: Rally
Replies: 25
Views: 7926

Re: Announcing - Halo: Rally

(THS) Btd69 wrote:I will release a physics test for the hog, which I made a small and lowly detailed map to test on. It is still pretty fun, but only supports 4 players, and, until I get Race figured out properly, only Team Slayer/Slayer.
... maybe?
by (THS) Btd69
Wed Sep 28, 2005 3:13 am
Forum: Downloads
Topic: Announcing - Halo: Rally
Replies: 25
Views: 7926

Announcing - Halo: Rally

Well, I have decided (to waste time during holidays) to make a series of rally maps, and, maybe even custom buggy's will be included. I will release a physics test for the hog, which I made a small and lowly detailed map to test on. It is still pretty fun, but only supports 4 players, and, until I g...
by (THS) Btd69
Sun Aug 21, 2005 3:02 am
Forum: Art Studio
Topic: Halo2 vehicle poly count?
Replies: 2
Views: 774

You don't need to know the number.. just keep the models (of vehicles) to around 900 - 3000 polys :)
by (THS) Btd69
Sat Aug 06, 2005 12:38 am
Forum: Project Recruitment
Topic: -----Counter Strike: Halo Edition----- PC MOD
Replies: 21
Views: 3880

For the 2nd sniper.. well I guess you could change any of the weapons projectile to the snipers, add the custom model and add x2 and x8 zoom.. shouldnt be TOO difficult.
by (THS) Btd69
Fri Aug 05, 2005 3:44 pm
Forum: Project Recruitment
Topic: New mapping team
Replies: 1
Views: 733

New mapping team

MMP - Modern Map Pack Basically creating a bunch of maps with a modern feel. This includes airports, cities, towns, desert warfare etc. Completely custom HUD, weapons and vehicles. At the moment there is myself and SVC. We can get models done fine, but need a few more people to take these roles: Sk...
by (THS) Btd69
Fri Aug 05, 2005 1:15 am
Forum: Art Studio
Topic: MP5/10 Help
Replies: 3
Views: 698

Transparent.. well, the bullets shouldnt be that high poly, dunno why it went that high. Tried doing a optimization on them? Otherwise, you can either use an image, or dont go with a transparent clip, lol. using an image is probably your best bet, that is, if you cant get the poly count down. EDIT: ...