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Post by Zeph on Mar 22, 2012 10:23:59 GMT
EA + Origins.
Nuff said.
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Post by Zeph on Mar 22, 2012 11:03:58 GMT
Sadly, it has everything to do with it
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Post by yaznee on Mar 22, 2012 13:47:01 GMT
Yup, they put it on Origin because Steam give free updates and DLC and EA being the wankers that they are wanted to charge people. They're talking alot of games off, Crysis 2, Dead SPace BF3 and I've heard (don't know how true) that they might be taking Battlefield Badcompany 2 to Origin aswell Other things what make the game shit are hackers, don't think I've ever played a game with some many hackers. The COD style game play let's it down the most for me. They should have kept it like BFBC2, least that game is fun to play, BF3 is too serious.
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Post by yaznee on Mar 22, 2012 14:35:14 GMT
hahha ye
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Post by yaznee on Mar 22, 2012 20:35:07 GMT
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Post by yaznee on Mar 22, 2012 21:03:40 GMT
I got full version Edit: I think it only works with photoshop?
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Post by yaznee on Mar 22, 2012 21:12:20 GMT
Post what you have in the VMT.
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Post by yaznee on Mar 22, 2012 21:17:38 GMT
VMT* It's the engine details of the material, stone, metal, rock etc... When you make custom textures you need these! Here's one from mine: "LightMappedGeneric" { "$basetexture" "yaznee_textures/gold" //"$envmapmask" "yaznee_textures/gold_specular" "$envmapcontrast" "0" "$envmapsaturation" "0.5" "$envmaptint" "[0.3, 0.3, 0.3]" "$envmap" "env_cubemap" "$bumpmap" "yaznee_textures/gold_normal" "$surfaceprop" "Metal" } developer.valvesoftware.com/wiki/Material
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Post by yaznee on Mar 22, 2012 21:22:55 GMT
Make sure to add "$envmap" "env_cubemap" Then build cubemaps in game and it will shows the normals more. Also seen as you don't have photoshop, try this: www.crazybump.com/It's very good for bumpmaps, but the other one is better
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Post by yaznee on Mar 22, 2012 21:38:59 GMT
Same as before! all textures are the same. Post an update, let me see them
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Post by yaznee on Mar 22, 2012 21:47:10 GMT
Cheers man and you're welcome.
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Post by yaznee on Mar 22, 2012 22:02:08 GMT
A little, you might want to add more depth.
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Post by yaznee on Mar 23, 2012 10:19:13 GMT
Well you can ye, but I wouldn't have it to deep, or it will look like shiny grass.
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Post by yaznee on Mar 23, 2012 15:01:21 GMT
You can add "phong" the VMT that will give it some boost! Here's a VMT from a model a mate of mine made for me: "Vertexlitgeneric" { "$basetexture" "Boba_Fett/props/brazier/stand" "$bumpmap" "Boba_Fett/props/brazier/stand_normal" "$normalmapalphaenvmapmask" "1" "$surfaceprop" "stone" "$envmap" "env_cubemap" "$envmaptint" "[ .1 .1 .1 ]" "$envmapconstrast" "1" "$model" "1" "$phong" "1" "$phongexponent" "33" "$phongboost" "1" "$phongfresnelranges" "[1 8 4]" "$phongwarptexture" "Boba_Fett/props/brazier/phongwarp" "$phongalbedotint" "1" "$halflambert" "1" "$rimlight" "1" "$rimlightexponent" "44" "$rimlightboost" "0.4" } so you can add, "lightrim" , "envmaptint", "lightrimboost" etc.. Thats why you're best to use Photoshop, then you can use Ndo2 Look at the textures on my WIP bhop_horus, them textures was flat (gold wall textures). Then with Ndo2 they was given life P.s Phong is for models, so keep that in mind when making your own, and you don't have to add Phong the source engine generates that when it's placed the VMT. Edit: If you want me to blast them through nDo 2 for you I will, PM me the textures and I'll get em back to ya soon as poss
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Post by Zeph on Mar 23, 2012 18:00:28 GMT
Cubemaps ?
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