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  1. pur3r4ge

    XSI Modtool

    Yes, you can. There are tutorials, but not as many as there are for max or maya, since it really isn't as popular as either of those. softimage has some tutorials on their site, and you could check out http://www.xsibase.com as well.
  2. pur3r4ge

    Hey kinda new gotta question

    It depends on what you mean, and what you're making. If by skinning, you mean the process of laying out UVs, then just google for Milkshape UV tutorial. If by skinning you mean making the texture in photoshop, then it really depends on if you're doing guns, models, or characters. Honestly, the...
  3. pur3r4ge

    XSI Modtool

    If you need to go from Maya to 3DSMax or vice versa, use the free filmbox format plugins. They're available from Alias, and you will need to register with them to download it (free. reg). It's also good to go from a later version of Maya to an earlier. XSI is far from crap. It's just a...
  4. pur3r4ge

    old warrior (wip)

    Poly count is a bit high for a real time model, unless you're working on a high poly model first for normal map generation. Aside from that, it's a little early to make meaningful comments. Keep posting WIP screens as you develop the character.
  5. pur3r4ge

    It's official... Project LemonLime is a go.

    There are players/rippers/converters out there for UT music files, although I don't remember off hand where they are or what they're called. I believe the file format is .usx, but am probably mistaken. Just google for Unreal Tournament music export and you should find what you need.
  6. pur3r4ge

    SourceSDK Maya Importer

    I've not encountered any problems of this nature using Maya, but I may suggest that you take a look at the valve-erc forums, as both Prall and Dodger are very knowledgeable in the maya exporter. You may also want to check on http://modmap.ch for solutions, or possibly post on the forum. It's not...
  7. pur3r4ge

    alpha map

    Don't use them as 2 images, add the black and white image to the alpha channel of the main texture in photoshop, then export it as a 32 bit tga. You'll want to invert it as well, as it doesn't draw the black, but draws the white. To do this: open the texture in PS, and next to the layers tab...
  8. pur3r4ge

    Deus Ex: Source... Possibly.

    As people have already said: use Deus Ex as an influence, but make something original. Why devote thousands of hours to make something that's already been made once? I just don't get it. A mod can be anything, since there's no commercial pressure to succeed, so why lift someone else's IP? Use...
  9. pur3r4ge

    Woman gives birth in art exhibition

    Scientists tend to make art and artists make science a lot more now then ever before. Sites like We Make Money Not Art document it. Incidentally: philosophers have tried to define art for millenniums. They have not succeeded. It's not worth trying to define, because it cannot be done in a...
  10. pur3r4ge

    2 questions

    As a played in spectator mode is basically set to noclip, I don't think that you could prevent them from going anywhere.
  11. pur3r4ge

    Collisions for custom models? How to make them the right size?

    might this thread answer your question: http://www.halflife2.net/forums/showthread.php?t=80788
  12. pur3r4ge

    Collisions for custom models? How to make them the right size?

    you need 2 models. One for collision, one to be seen. Assuming that your shape is a torus (donut), you'll need to break it into a series of convex cylinders, rather then one big concave torus. Export it, and in your .qc to compile the model, point the $collision variable to the new model you...
  13. pur3r4ge

    I'm looking to PAYPAL someone for making me a basic type map for a movie.

    Make the white (or green.. whatever) texture use the unlitgeneric shader. Zing. no shadows.
  14. pur3r4ge

    Newbie hammer question

    Place a prop_physics entity. With it selected, press alt+enter to open the properties editor. In the entity window, go to the "world model" variable. Click on the browse button. Browse through the files and folders that show up in the model browser window that pops up. props_c17 has a number...
  15. pur3r4ge

    decals vs overlays

    Overlays also give you control over the scale and rotation of the image. If you don't need to alter these things, go with decals, since they're cheaper to render.
  16. pur3r4ge

    Seeking coders and texture artists for Grim Fandango HL2 mod

    Why would you possibly make a Grim Fandango shooter? It wasn't even a violent world. That doesn't make sense at all. Making an adventure game in source would be great, but making an adventure game into a shooter is just... odd.
  17. pur3r4ge

    PortalFlow Really Slow

    I've found this guide to be most informative: http://www.student.kun.nl/rvanhoorn/Optimization.htm It gives a great explanation of everything that you can do to optimize.
  18. pur3r4ge

    Dev Compiler 1.2 Beta Released!

    I always just use a batch file. It's not hard to make, and gets rid of all overhead. I suppose some people will prefer a GUI no matter what.
  19. pur3r4ge

    insperation died...

    http://www.abandoned-places.com I always find inspiration there.
  20. pur3r4ge

    No More Room in Hell News

    Zombies need to spend a lot of time maintaining their palid complexion. Too much time in the sun and they start to look human. Zombies hate that.
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