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Showing content with the highest reputation since 03/13/2019 in all areas

  1. 5 points
    I just donated my entire mapping sources to Wolffiles. These files contain everything I ever assembled on ET mapping. Even all unpublished work is included there, so are a dozen of self-made unpublished tutorials on scripting etc. Some folks might find parts of it useful. There are also some neat unpublished prefabs in there, like a parachut spawn, teleporter, maps that use random effects, everything I ever worked on. https://wolffiles.de/index.php?filebase&fid=5075
  2. 3 points
    This is a free and ok program to edit images and textures. also support .tga https://www.dotpdn.com/files/paint.net.4.1.5.install.zip also recomend these plugins: Boltbaits pack Madjik Dpy's pack and for dds images: https://github.com/0xC0000054/pdn-ddsfiletype-plus/releases/download/v1.9.4/DDSFileTypePlus.zip paintshop files: https://forums.getpaint.net/applications/core/interface/file/attachment.php?id=8470 enjoy!
  3. 2 points
    Welcome onboard the Blog Team @lasermoon!
  4. 2 points
  5. 2 points
    Nice, @Teuthis. Hopefully some mappers will find your release to be useful.
  6. 1 point
  7. 1 point
    https://shadermap.com/home/ the free version is not for comercial use!
  8. 1 point
    btw just as a tip but if you are making bushes/vegetation, use random colours of the normalmap for all the different leaves, this will make it seem much more natural when dynamic light is shining on it
  9. 1 point
    yea I've used it for years I actually find GIMP to advanced for my brain
  10. 1 point
    Nice, @Thunder. I personally use this program to view or edit images.
  11. 1 point
    Tags are used to attach external models to a model. Attachment means that the external models origin aligns itself with the models tag location and orientation. As the external model is parented to the tag (nested in tag space), any animation of the tag will also affect the external model. Domain specific scripts tell the engine which external models to attach to a given tag. These scripts are either located in mapscript files (attachtotag command) or .skin files. Sometimes they are also hard coded. An example use case is a hat model (defined separately) attached to a head model. This way, characters can be assembled with different looks without having to duplicate their model definitions. Tags therefore support reuse. Another example use case is that of a tank turret model attached to a tank model. Instead of having a shooting animation (rotate turret left, shoot, rotate turret right) be recorded as vertex positions across several key-frames inside a single model, a tag can be used to control the shooting animation of a separated model. This safes memory, as the tags animation data most likely takes much less space compared to the animation data of the tank turret inside a single model. However, reuse and memory savings are traded against loss in performance. Vertex positions of the external models have to be recalculated against the current frame tags location and orientation. source from acQu, thx mate
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