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Posts posted by t3K|Murmel2
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there is a gr default enemy chr called reg3.chr. i altthough found the model in "Wolfsong's Model View v1.0", but in coudn`t find it at mike schells coverted chr files/modelpack. where can i find this charactermesh or did mike schell just forgot to convert this one?
here is a picture of it:
http://t3kmurmel2.piranho.com/bilder/reg3chr.jpg
just copy and past it in your internet browser, the host doesn`t allow hotlinking..

thanks
[Edit: URL changed to text instead of a link (as the host doesn't allow hotlinking]
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uiuiui
this guy has skill -
just amazing....
good work, as always

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at the moment I'm waiting for the last 3 character models from murmel

well, this guy is really damn lazy....
*working on it hardly*

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great work on the chr`s, croc...

offtopic:
@Zantar45
man, i really love your sig. it`s just glorious. whats the story behind that one? *...still laughing...*

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well, image won`t show up...
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Are you using export first models for your trees? I would highly recommend that as it will expedite the export process and may be what the memory problem is.
well, i`m pretty new to mapping. What is that thing about "export first models"? is it a grouping thing? do i have to group or tagg the trees in a certain way? does the leveleditor pdf couvers sth about this topic?
Another thing to note, is the alpha channels on all that vegetation will cause more of a GPU strain than the polygons of the map.hmm, didn`t know that. i just thought "creating lots of bushes and grass with in a real low polygon count (most of them are just made by several planes) is pretty cool". one question about the performance. remember that my map is very small, as already said. if i create a large map (just by increasing the length and wide of the ground object) with the same count of ground foilage- will there be a better performance then on the little map. in other words, has the dense of certain alpha textures sth to do with the framerate or is only the count of relevance. hopefully you understand

thank you guys for help, i`m still at the beginning of a learning process and critical announces or helping advices are welcome...

thanks

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damn hot stuff. custom textures?
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indeed, very nice. i`m a big fan of your wow3 mod. actually, it would be nice to include some weapons we haven´t seen so far. i mean, m4, m16 or mp5`s are nice, and there will be alyways new combinations but i`d like to see some "exotic" stuff too.

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Edit: After much debate, it seems I was wrong again, the helmet is of a British nature and considering how much time I spent working on british chrs I am now a let down to the world, I shall be off to the lamer corner now.
hu! thats a good news. you really got me to pain, chems. exporting chrs is still pretty boring and time consuming...
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thanks for help! i will try out your advices very soon. but no one has a solution for the "out of memory thing"?
5. I think your map looked good, but I guess you have a problem with the polygon count. Make sure you use LOW LOD models for big trees, and try to find the right balance between foliage and game-smoothness.well, it was my aim to create a jungle like map with a real dense vegetation. since my map is only 100*50m large, i think i`m still running on a good polygoncount (at the moment about 17000, finished maybe around 40000). yep, and i have a prob with my big tree`s (700 poly`s), but the other smaller ones are pretty pretty low poly, which means around 80-100 polygons. my ground foliage makes only 3000 polygon´s until now...
thanks again for your help
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some of my questions...
1. how to create/tagg/animate water? i used a plane and set it to "not collitable 3d, 2d" and surface to "water". actually my water doesn`t "sound" like water ingame...how to?
2. What are collison objects good for? i never used one for my trees and it worked.
3. i have a certain problem with one of my created trees. well, its trunk is pretty thin, but ingame there is like an invisible wall around it. you can`t "touch" the trunk, sth seems to stop the character about 50 centimeters in front of it. difficult to explain, especially with my poor english...
4. i have a problem with a certain map in igor. i did some fixing work, which mean reducing polygoncout etc, and afterwards igor displaces the messege "out of memory" while trying to load the map. Never had had a problem with that map before, i checked everything, reduced the polycount, but still this error...
5. how to you guys produce a realistic, good looking area out of the playable map. (hope you can understand want i`m driving on). well, the map i`m working on has an jungle like enviroment with a really dense forest, bushes, grass etc....the area out of the playable part has to look similar, but it shouldn`t take to much poly`S. i thought about some rocks or walls but that doesn`t fit the rest of the map....do you have an idea
maybe you can have a look at my map right here. it is a little, poor quality mpeg movie, 27sec long, but only 3mb...
6. how to make bushes and grass sound like bushes and grass. i mean if the charater walks through them, there should be the typical sound of a bush or grass...
well, that are some of my questions, hopefully you mapping experts out there can help me. sorry for my poor english, but sometimes it is pretty difficult to explain what i mean...
thanks
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me too

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Cheers stewy, Im quite good with paint I think. hehehe.
wow, awesome. for sure, i do all my modding stuff with paint too. its possibilities are just great! sometimes i have problems with the plugins....;-)
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nice modeling,
but that weapon is just ugly (that has nothing to do with your modeling skill)
)good job
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looks good!
one question, you really like those ghost recon arm patch? just a thought...
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one of my favourite mods at all. thanks for the support!
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yep, nice work!
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He he he.... I always think of golfcarts on steroids when I see them....
exact my thoughts when i first saw the pic. should be funny seeing two ghosts sitting in the front of it. very nice job, i`m pretty curious to see that vehicle textured and ingame...

do you have some "real" pictures of that "golfcart"?
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great stuff! i love the glasses of the dea character. keep it coming!
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I got the off line content, but how can i make the pictures be seen?
Where do i save it?
you saved the whole site? well, personally i saved the tutorials via [file] [save as]. that method makes the currently displayed site avaiable offline with all pictures. drop me your mail adress and i will send you my whole folder...
@sleeper
you recieved my mail?
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wow! how could i miss that thread? this is some really really nice work. any news? screenies? especially the 3th and 4 th model are pretty cool!

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If its not too much of an inconvenience, would you mind sending me the piggyson site content as well. I hadnt noticed it was down until now.
k, no problem at all. i´ll send them all to you...
i saved all of piggyson`s tuts (chr exporting, weapons, attachemnts etc) offline. maybe someone can upload them at his site. san?
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I tryed to open piggyson's site, but its down, i guess.....
well, i saved all of piggyson`s tutorials for offline usage. you have msn? or icq? i could send you the whole folder. or maybe yoùr mail adress..
Aliens
in GR - General Mod Topics
Posted
looks like a cool mod to me
and a new map is always nice!