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Thread: Quick-Crit 2010

  1. #321

    Re: Quick-Crit 2010

    Thats because there is no detail map. do you plan on adding damage in the multi?
    What cubemap are you using?

  2. #322
    ._. Spartan094's Avatar
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    Re: Quick-Crit 2010

    Quote Originally Posted by Maniac View Post
    Thats because there is no detail map. do you plan on adding damage in the multi?
    What cubemap are you using?
    Same cubemap just like the h3b ones I released.

  3. #323

    Re: Quick-Crit 2010

    Is it called cubeh3 or cubeh3stop or something?
    Or reflection diffuse metal.bitmap?
    Last edited by Maniac; March 2nd, 2010 at 08:51 PM.

  4. #324
    ._. Spartan094's Avatar
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    Re: Quick-Crit 2010

    Quote Originally Posted by Maniac View Post
    Is it called cubeh3 or cubeh3stop or something?
    Its the warthog reflection metal...

  5. #325

    Re: Quick-Crit 2010

    Yea i edited my post as you typed i guess.
    You might want to try something a little more varied.

  6. #326
    ._. Spartan094's Avatar
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    Re: Quick-Crit 2010

    Quote Originally Posted by Maniac View Post
    Yea i edited my post as you typed i guess.
    You might want to try something a little more varied.
    Meh like what?

  7. #327
    It Isn't Easy Being Green DarkHalo003's Avatar
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    Re: Quick-Crit 2010

    @Spartan094

    The armor material needs work, as in, it needs to look more metallic and less plastic. Try using a dryer and grimier cubemap if you don't want to reshaderize.

    Also, the EVA helmet's visor needs work as it's too bright and needs more of a goldish hue to it. No, scratch that, the visor needs to stand out more and the resolution around it looks like someone got a sharpie and bled all over it. Just saying.

    The EOD looks a little iffy. I'll save my judging on it when you get the armor and the other error on it fixed for next time.

    I think the best is the Mark V, mainly because I think it looks the best with the current settings. You might want to check the two black ridges above the visor though, they look a bit bland. If it isn't then, can you show a picture of it in the light?

  8. #328

    Re: Quick-Crit 2010

    Tbh, i would probably try using the original cube for the cyborg, seeing how that looks and or what colours need adjusting then i woud make it in Genetica.
    I just think that cube is too plain.

  9. #329
    Post Apocalyptic Badass Corndogman's Avatar
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    Re: Quick-Crit 2010

    I've been playing with the Stargate stuff for Gmod, and one thing I've noticed is that if the receiving gate is close to a wall, a vehicle will get stuck in the wall when it goes through because it just transports the whole geometry at the pivot point, it doesn't wait till the whole object is through to transport it. Will this work correctly in your mod? Also, yeah you should use Kid's gate.

    E: woah, whole other page. This is @ Beele.

  10. #330

    Re: Quick-Crit 2010

    Anyway something like that but with less saturation( for a mp biped) might look better.
    Then again it might not.
    Last edited by Maniac; March 2nd, 2010 at 09:39 PM.

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