Author |
Message |
Zeth
The Admin
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Tuesday, October 27, 2009
Standard + Goku animations.
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Mjuksel
Your Past
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Monday, May 24, 2010
Hi all,
to encourage some more people on making maps we had the idea to make a special topic for resources useful for mapping
first off 2 threads, 1 by MDave with a 3ds/radiant setup tutorial
http://ZEQ2.com/lite/forums/viewtopic.php?t=1271
then my topic for making islands/3D stuff
http://ZEQ2.com/lite/forums/viewtopic.php?t=2021
video by Baldwin
http://ZEQ2.com/lite/forums/viewtopic.php?t=1721
this topic is not for posting, just for reading or adding stuff like textures/3D models so NO REGULAR POSTING!!
next to the water image, I posted a text file that is the shader for the water (else it will be solid)
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TRL
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Monday, May 24, 2010
Awesome helpful thread! I'll start right away!
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Nemix
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Sunday, May 30, 2010
Helpful textures and resources for mappers.
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void
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Wednesday, June 02, 2010
When you're making a flat color texture, it should have a size of 1x1 and be in png or tga format.
Everything else is a waste of video ram, especially if the shader used doesn't disable mipmapping etc.
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najeeb
My Sir
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Wednesday, June 02, 2010
Thank you for the tip Void , I will certianlly keep that in mind.
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TRL
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Wednesday, June 02, 2010
najeeb wrote : I will post 2 new textures daiy ![Smile](images/smiles/icon_smile.gif)
Don't. These textures anyone can find on the net. Plus are utterly lacking in identifiable function for the style.
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najeeb
My Sir
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Thursday, June 03, 2010
the water is dbzish
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TRL
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Thursday, June 03, 2010
najeeb wrote : I am not following any one style , plus the water is dbzish
Then they are lacking in identifiable function for zeq2lite if you don't follow the ZEQ2 lite style.
The water is a fricken color!
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Baldwin
Lost Soul
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Thursday, June 03, 2010
najeeb wrote : okay updated mju"s hilltexure and a new hill model availible in atachment, I will frequently post new good hill models , I hope I can contribute to new mappers as much as I can , but don't get spoiled , do try your self too ![Wink](images/smiles/icon_wink.gif)
The cliff needs something else hills aren't naturally slat, people say this a lot in the forum but yet noone listens but, use the niose modifier on the TOP part of it and play with the setting, by then we would want a kind of a slopish thing.
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najeeb
My Sir
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Thursday, June 03, 2010
*laughing out loud* it's not flat Baldwin test it
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TRL
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Thursday, June 03, 2010
Anyone can make that. You're clogging up the thread for no reason. This didn't get stickied so we can see you ruin it with this bullcrap.
If you want to get things stickied you go through me. I will be the judge if it's worth it.
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najeeb
My Sir
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Thursday, June 03, 2010
TRL wrote : Anyone can make that. You're clogging up the thread for no reason. This didn't get stickied so we can see you ruin it with this bullcrap.
If you want to get things stickied you go through me. I will be the judge if it's worth it.
it was for the people who can't use 3ds at all , if its that bad why don't you make it for people?
edit : what the heck you deleted my posts
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Zeth
The Admin
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Thursday, June 03, 2010
You have no right to make that decision, TRL. Everyone is equal and free to explore creativity and advancement on these forums in ANY way. Additionally, you have been warned multiple times about being helpful and supportive to ALL those who wish to improve themselves or the environment around them in some way.
Moderator status temporarily suspended.
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TRL
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Friday, June 04, 2010
Whatever, he can do that in his own threads. This sticky is for decent material only. His grass texture is 256x256 with only the color green on it for crying out loud. I suggest you ask me for my reasons too before jumping to preliminary conclusions and actions.
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najeeb
My Sir
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Friday, June 04, 2010
okay guys hehre are some of the textures , some are mine and others are colected from the forum so that you have no difficulty finding them . for for example : Namek grass , sky ,water , desertduel hill texture , city building textures anda better grass .
http://img401.imageshack.us/gal.php?g=grasste.jpg
ENJOY.
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TRL
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Friday, June 04, 2010
najeeb wrote : okay guys hehre are some of the textures , some are mine and others are colected from the forum so that you have no difficulty finding them . for for example : Namek grass , sky ,water , desertduel hill texture , city building textures anda better grass .
http://img401.imageshack.us/gal.php?gee=grasste.jpg
ENJOY.
Go love yourself najeeb.
You're not helping anyone and no one wants to use any of the textures or models you make. This is all just an outcry for attention. And frankly I'm sick of it.
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najeeb
My Sir
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Friday, June 04, 2010
I dare you not to edit you're post , let Brad see this you jolly clown. and no it isn't for attention , unlike you I want to contribute
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ESFER25
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Friday, June 04, 2010
It's weird but I agree with TRL
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Baldwin
Lost Soul
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Friday, June 04, 2010
Hey guys, I though I'd help out the thread a bit. Here's an island which I created using 3DSMAX of course you may use it, study it do what ever you want to it, after you download it its offically yourself:) HAVE FUN!!, enjoy.
NOTE:More objects will be posted every day or so depending on how I feel once again ENJOY!! : p
Link for download is below
The poly count of this island is aprox. 1003 poly.
_____________________________________________________
Shader part.
Watch and do as I say.
When your naming your materials in the material browser in 3ds max by pressing "m" you HAVE to name your materials the same as your shader. Look at the Cliff shader below if your material file is called Cliff then that should be there:). NetRadiant is cap sensitive then using shaders, IF you name your material "cliff", Netradiant won't read it, it has to be 100 percent Accurate to your shader names. :p
Cliff
{
qer_editorimage maps/IslandCity/Cliff.png
{
map maps/IslandCity/Cliff.png
}
}
grasstexture
{
qer_editorimage maps/IslandCity/grasstexture.jpg
{
map maps/IslandCity/grasstexture.jpg
}
}
That shader above is the one I am using for the island which you guys are going to download. Now my directory for the texture is "maps/IslandCity/grasstexture.jpg" you guys don't have to use the same directoy, if you do so then Radiant wouldve be able to find it. Well of course it will work if you create a folder called IslandCity. But try out your own directory it feels much better doing creating things of your own ^_^ so if your folder in the MAP folder is called "LandScape" you should have the following "maps/LandScape/grasstexture.jpg" same goes for the "qer_editorimage". Secondly "qer_editorimage" is ONLY for the textures to be shown in NetRadiant it means nothing even when your ingame, NOTHING!!! : p. Anyhow, what is more important is the shader stage. The shader stage where Radiant will find the Accual texture for the object. You can add MORE stages to the shader. You can reference one in the Ratizlanding shader.
This is what a shader stage look like--
{
map maps/IslandCity/grasstexture.jpg
}
I hope this helps you. Another thing when your saving your shader save it as .shader. Last thing then I'm gone, ALL and I repeat ALL texture are to be in the MAPS folder no texture folder fiddle sticks, ALL IN THE MAPS FOLDER especially if you trying to contribute. One of the ZEQ2's guildness are, shader must have Simple names not the path.
Ex.
maps/IslandCity/Cliff
{
qer_editorimage maps/IslandCity/Cliff.png
{
map maps/IslandCity/Cliff.png
}
}
That is wrong.
Cliff
{
qer_editorimage maps/IslandCity/Cliff.png
{
map maps/IslandCity/Cliff.png
}
}
That is correct. Please follow these guildlines. Thanks for reading.
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najeeb
My Sir
|
Friday, June 04, 2010
Nice!! Thanks I finally understand the shadr part thanks!! , badlwin it can't be opend with 3ds 2009 or lower , only with 3ds2010 , get it to md3 or acsii or obj format so that any one can import it in any 3ds version
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dbzfan123
|
Wednesday, June 30, 2010
I just started but sure!
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TRL
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Friday, July 23, 2010
*Update
2 new models
now start mapping kids!
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TRL
|
Saturday, September 04, 2010
I'm starting this thing up. For all you aspiring developers out there. This is the place to start!
Download a model, download a texture. Move a vertex, move a pixel. Et voila, you're shooting for the stars...
If anyone could collect all of Lfs/Ramunas models and post them in here that would be great.
I'm releasing these very old models, so people can see how skills gradually build and no one is instantly great. So bare with me on these awfully low poly and one UVW models. They are just examples.
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broly3110
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Saturday, September 04, 2010
Awesome!They work in game so I can see the textures for example?
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