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Application for mapper/texture adjust
Posted: Fri Oct 10, 2014 11:30 am
by Plasma HeadCrabD
Re: Application for mapper/texture adjust
Posted: Sun Oct 12, 2014 10:46 am
by Shana
Could you give us some more information about some of those screenshots? Like, are the textures made from scratch, what did you do etc.
I also saw some screenshots of remade HL1 NPCs on your Moddb page, are they made by you too? It would be useful to have someone who could make replacements for the HLS NPC models.
Re: Application for mapper/texture adjust
Posted: Sun Oct 12, 2014 1:35 pm
by Plasma HeadCrabD
Shana wrote:Could you give us some more information about some of those screenshots? Like, are the textures made from scratch, what did you do etc.
I also saw some screenshots of remade HL1 NPCs on your Moddb page, are they made by you too? It would be useful to have someone who could make replacements for the HLS NPC models.
Yes. the mystery box texture are made from scratch. i used a base texture (wood plank) and draw some shapes. like the arrow/texts.
found some decal on internet. and use for the corner. finally i did some color correction work. and finished
M4a1 i just quick edit it use ps. add diff maps. re made the normal map.
Here is i used vmt for M4a1
VertexLitGeneric
{
"$basetexture" "models\weapons\v_models\rif_m4a1\rif_m4a1"
"$envmap" "env_cubemap"
"$envmaptint" "[.3 .2 .4]"
"$envmapsaturation" "0"
"$envmapcontrast" "0"
"$bumpmap" "models\weapons\v_models\rif_m4a1\rif_m4a1_normal"
"$normalmapalphaenvmapmask" "1"
"$phong" "1"
"$phongexponent" "48"
"$phongboost" "2"
"$phongfresnelranges" "[.3 .5 .2]"
"$phongexponenttexture" "models\weapons\v_models\rif_m4a1\rif_m4a1_exp"
"$ambientOcclusion" "1"
"$ambientOcclTexture" "models\weapons\v_models\rif_m4a1\rif_m4a1_AO"
$rimlight 1
$rimlightexponent 2
$rimlightboost .2
}