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Julhelm

+MODDER
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Everything posted by Julhelm

  1. chemtrails

    Oh and we can't have a chemtrail conspiracy thread without some lunacy courtesy of Alex Jones:
  2. chemtrails

    Squid, don't trust these military men. Being part of the government they're obviously in on the conspiracy and are trying to feed you disinformation. Especially that Fastcargo guy. You can bet he's laughing all the way back to Area 51. Right?
  3. Concorde to fly again...maybe

    What really killed the concept of the SST was noise regulations over populated areas.
  4. Well try making it look more like my layout and you'll be good to go as long as you leave space for things like cockpit and gear wells. Speaking of gear wells, since they're the same on each side, you can tile them on the same piece of map with no problem. Just move the mirrored UV shell out from 0-1 space.
  5. Dude, that is horribly inefficient mapping there. You want to use as much of the map as possible, as everything else is just wasted memory. On those maps you're perhaps using 15% of the space available, tops. That means 85% is just wasted memory lowering performance. You should really go back and do a proper job mapping it. It isn't difficult to do and it pays off because you can use max's texture baking to help create your textures. That is, if you unwrap it properly. Furthermore there are plenty of tools in max to help you unwrap properly like shell stitch and various automatic unwrappers like cylindrical/box/pelt unwrappers you can use to speed up workflow. Even using the "pack uv's" command would make that map much more efficient.
  6. To expand on my last post: I recently modelled this F-1 for an RTS we were making, and while it is obviously low poly I just want to show how I've used the texture space available to me, which was a single 1024x1024 map: Hell if you want to, I could texture it provided the maps are good.
  7. Maybe you could also add some stuff from the WW2 range like the factories since those are fun for nuking and if you want to you can add my cargoship.
  8. Can you show the mapping?
  9. A View On Ilegal Immigration...

    I'm not excusing anyone. I just want people to be aware there are other factors to the illegal immigration problem than just the illegals. I wish all employers were like Ruggbutt here, but sadly they are not and those who do exploit illegals or unemployed interns or outsource their operations to el cheapo lands are hurting society back home.
  10. A View On Ilegal Immigration...

    Why? Because a big part of them are cheap f***s who either employ illegals for slavewages or simply ship their entire manufacturing and QA operations overseas to places where labor is cheap and they don't have to worry about pesky things like unions and labor protection laws? Should I just do like the rest of you do and blame the illegals for everything? What about the fact that over hear, in the absence of illegals, they're just systematically taking advantage of unemployment internships instead because they're free labor? As long as you have pricks gleefully taking advantage of this cheap labor they're going to keep coming. Fortify that border all you want, they'll keep smuggling them in by the boatload as long as smuggling in illegals is cheaper than legally hiring employees. Especially since these people never seem to end up in prison where they belong.
  11. Oh for the love a...

    Iron Eagle 3 is the best of them all.
  12. A View On Ilegal Immigration...

    Blame the f***ing entrepreneurs whose only concern is getting the cheapest labor possible. Illegals wouldn't be a problem if there weren't heaps of unscrupulous capitalist f***s who gleefully take advantage of the illegals and employ them for cheap while shafting ordinary honest folks. As an aside, I don't think it should be so damned difficult to move to another country legally. I mean, it takes at least a year to even get a f***ing visa into the US, while thanks to the EU I can move to the UK or Germany tomorrow and only have to worry about sorting out the tax forms.
  13. Like I said he can load the model as an .obj in xNormal and see it with normalmapping in a realtime engine and check for himself. If you can't see them you can't tweak them.
  14. You can preview the maps in xNormals modelviewer.
  15. Are you using a small tiled texture like 128x128 or big highres where everything is mapped separately? If the latter is the case it wouldn't hurt to bake some ambient occlusion in max or xnormal to give some definition to the details.
  16. False dilemma. We should be able to have both. After all, SSAO is standard feature in games these days. It is also substantially easier to add compared to gameplay features.
  17. Depth of Field and Screen Space Ambient Occlusion would be neat.
  18. Well I'd want to have a more blueish tone during the night instead of yellow SF moonlight.
  19. Nights are messed up in this game. It'd be nice to have some manner of color correction.
  20. I'd trade the planes for better stock environment.
  21. Mustang is a high altitude finesse fighter and not turn&burn dogfight shooter plane.
  22. a warning for anyone on the flight deck

    Damn that is nasty.
  23. Somewhat. It's a combination of tweaked environmentsystem.ini and tweaked post process shader. What I want is to get the lighting more like that of Wings of Prey. The stock lighting is terribly bland.
  24. Playing around with the post process shaders...
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