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PostPosted: Sun Jun 27, 2010 6:55 pm 
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Master
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Location: California, United States
Man that's real high quality work - good job! I'd like to see you make a map close to that of the official ones, I bet you could pull a good one off

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[00:29] [MASSA]Scarsraider: we keep TCE alive with our BC
[00:30] [MASSA]Scarsraider: we just got posts on our forums saying people want to play MASSA
[00:31] [MASSA]Scarsraider: but without massa bc this game would be dead
[00:31] [MASSA]Scarsraider: and u know it
[00:35] [MASSA]Scarsraider: probably every TCE player has at one point played on our BC


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PostPosted: Wed Jun 30, 2010 9:53 pm 
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Thanks.

A custom grass texture made with Inkscape + Gimp, goodbye to MW2 grass:
Image
Image


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PostPosted: Wed Jun 30, 2010 9:59 pm 
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Location: Louisiana, USA
Nice. The Grass presents a cool look!


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PostPosted: Thu Jul 01, 2010 3:52 pm 
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Expert
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Joined: Mon Jul 06, 2009 11:22 pm
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Yo, you should send me that grass .tga, you wouldn't mind if I tweak it a bit, would ya?


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PostPosted: Thu Jul 01, 2010 4:05 pm 
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Master
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Damien!! make a map :D maybe something like a stadtrand map layout or you can remake dem_mongoth since this map is all grass, shrubs, churches, etc, your totally the man for it - it would look amazing with your stuff :D

we'll pay!

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[00:29] [MASSA]Scarsraider: we keep TCE alive with our BC
[00:30] [MASSA]Scarsraider: we just got posts on our forums saying people want to play MASSA
[00:31] [MASSA]Scarsraider: but without massa bc this game would be dead
[00:31] [MASSA]Scarsraider: and u know it
[00:35] [MASSA]Scarsraider: probably every TCE player has at one point played on our BC


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PostPosted: Fri Jul 02, 2010 4:26 pm 
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Rang3r1_v2 wrote:
Yo, you should send me that grass .tga, you wouldn't mind if I tweak it a bit, would ya?
Not at all.

.png format (better for web):
Image

The texture is applied to single 3-sided polygons. The empty bottom left part is reserved for an alternate grass texture, just to add variety.

The shader:
Code:
textures/shadername
{
   qer_trans 0.85
   qer_editorimage textures/path/to/the/texture.tga
   cull none
   nomipmaps
   nopicmip
   surfaceparm nomarks
   surfaceparm alphashadow
   surfaceparm pointlight
   surfaceparm trans
   surfaceparm nonsolid

   implicitMask textures/path/to/the/texture.tga
}



Here's how it looks in Radiant:

Image


WingZero wrote:
maybe something like a stadtrand map layout or you can remake dem_mongoth since this map is all grass, shrubs, churches, etc, your totally the man for it - it would look amazing with your stuff
I was thinking along the line of dem_hideout's mutated half-brother.


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PostPosted: Sat Jul 03, 2010 2:00 am 
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Expert
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Joined: Mon Apr 30, 2007 5:00 pm
Posts: 139
Damn, my grass shucks... oh well, posting in the off-chance someone might want it anyway...

Image
Image


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 Post subject:
PostPosted: Sun Jul 04, 2010 9:22 pm 
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Master
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Location: California, United States
Damien wrote:
WingZero wrote:
maybe something like a stadtrand map layout or you can remake dem_mongoth since this map is all grass, shrubs, churches, etc, your totally the man for it - it would look amazing with your stuff
I was thinking along the line of dem_hideout's mutated half-brother.


:D As long as you modify it enough to be a good OBJ with decent waypoints to bombsites from each side then I'll be your #1 fan waiting for you to release the map. I don't like the current dem_hideout for OBJ it's not enticing for objective gameplay too open one sided etc.

_________________
[00:29] [MASSA]Scarsraider: we keep TCE alive with our BC
[00:30] [MASSA]Scarsraider: we just got posts on our forums saying people want to play MASSA
[00:31] [MASSA]Scarsraider: but without massa bc this game would be dead
[00:31] [MASSA]Scarsraider: and u know it
[00:35] [MASSA]Scarsraider: probably every TCE player has at one point played on our BC


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 Post subject:
PostPosted: Tue Jul 06, 2010 4:46 pm 
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Rock Me, Amadeus!
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Joined: Thu Jun 11, 2009 10:38 am
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WingZero wrote:
I don't like the current dem_hideout for OBJ it's not enticing for objective gameplay too open one sided etc.

wich one of the 3 versions out there do you mean? :D
but I do agree, at least mine suxx obj wise

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"Fog is neither water nor air, it's something between." Merlin


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PostPosted: Wed Jul 07, 2010 8:53 am 
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Yep a map using more shaders could be nice, i remember a .48 map using bouncing light which was giving an amazing rendering.
About hideout it really miss underground ways and more bushes or even huge grass (so u can go undercover while crouched).

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Image
xFire : wootheyetti


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 Post subject:
PostPosted: Thu Jul 08, 2010 10:22 am 
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Location: Lando System :)
The Grass and Trees look lush :D great work.

Are the trees blowing (Animated) in the wind?


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PostPosted: Fri Jul 09, 2010 12:30 pm 
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ED SOLO wrote:
Are the trees blowing (Animated) in the wind?
Not at this time but this can be added simply by modifying the shader.

]Wo0[ wrote:
About hideout it really miss underground ways and more bushes or even huge grass (so u can go undercover while crouched).
Well, I won't be remaking hideout, just use it as a basic idea to start from.


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 Post subject:
PostPosted: Sun Sep 19, 2010 1:30 pm 
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I'll be reusing this thread to dump screenshots occasionally:

#1 a WiP dumpster model:

Image


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 Post subject:
PostPosted: Sun Oct 03, 2010 6:31 pm 
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I recently discovered Minecraft so the modelling went slower this week:

WiP:

Image


More or less finished - click for a larger image:

Image


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 Post subject:
PostPosted: Sun Oct 03, 2010 7:28 pm 
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Master
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Joined: Fri Sep 29, 2006 1:13 pm
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Location: Slovenia
Damien wrote:
I recently discovered Minecraft so the modelling went slower this week:


Me too :) i just played it at free weekend as it was for free (3 days) becouse some problems with dedicated server
But i thing 10 € is too much for this bad graphic :( idea for game is amazing but graphic :( (good is coz it big only like 3 MB :) )


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