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Application for mapper/texture adjust

Posted: Fri Oct 10, 2014 11:30 am
by Plasma HeadCrabD
Hello there. im Plasma HeadCrabD. im start modding source since 2008 and i want to application for mapper / adjust. Cuz i heard fenix said oc needed new blood to continue working on the mod. im coming for help. and im sure i can do it.

Here is some photo i was done


Map/Textures

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And those is Textures i made
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I just wanna help :/

Re: Application for mapper/texture adjust

Posted: Sun Oct 12, 2014 10:46 am
by Shana
Could you give us some more information about some of those screenshots? Like, are the textures made from scratch, what did you do etc.

I also saw some screenshots of remade HL1 NPCs on your Moddb page, are they made by you too? It would be useful to have someone who could make replacements for the HLS NPC models.

Re: Application for mapper/texture adjust

Posted: Sun Oct 12, 2014 1:35 pm
by Plasma HeadCrabD
Shana wrote:Could you give us some more information about some of those screenshots? Like, are the textures made from scratch, what did you do etc.

I also saw some screenshots of remade HL1 NPCs on your Moddb page, are they made by you too? It would be useful to have someone who could make replacements for the HLS NPC models.

Yes. the mystery box texture are made from scratch. i used a base texture (wood plank) and draw some shapes. like the arrow/texts.
found some decal on internet. and use for the corner. finally i did some color correction work. and finished :P


M4a1 i just quick edit it use ps. add diff maps. re made the normal map.

Here is i used vmt for M4a1



VertexLitGeneric
{
"$basetexture" "models\weapons\v_models\rif_m4a1\rif_m4a1"
"$envmap" "env_cubemap"
"$envmaptint" "[.3 .2 .4]"
"$envmapsaturation" "0"
"$envmapcontrast" "0"
"$bumpmap" "models\weapons\v_models\rif_m4a1\rif_m4a1_normal"
"$normalmapalphaenvmapmask" "1"

"$phong" "1"
"$phongexponent" "48"
"$phongboost" "2"
"$phongfresnelranges" "[.3 .5 .2]"
"$phongexponenttexture" "models\weapons\v_models\rif_m4a1\rif_m4a1_exp"

"$ambientOcclusion" "1"
"$ambientOcclTexture" "models\weapons\v_models\rif_m4a1\rif_m4a1_AO"

$rimlight 1
$rimlightexponent 2
$rimlightboost .2

}