Is there any way to make a depleted ZPM turn black?
There were a few other things also but I can't remember right now.
I'm really surprised that the MCD (Molecular Construction Device) Requires no energy. Free ZPM's!!!!!
Only bug I have seen was that the gate overloaded explodes stargates in under 30 seconds for me....
If there was an option to use LS3 without the resource nodes. And if it had pumps that were like the ones in RD2 I would switch in a heartbeat.
But it's just those few things that really ruin it for me.
Also, the over-the-top models for energy storage and fusion generators... I can live with it. at the very least I can use model manipulator.
But there is just something about the RD2 models that I have a better "down to earth" connection to.
hasn't been a new post in almost 24 hours :|
Cartman, how's the dhd crystal code going? Last time i checked (last test for the crystal model) there were no wire inputs or outputs. how would an e2 work?
i still have that e2 error cartman.
If you want to use wire then use a non broken one?
It would be nice if the gate had an unstable event horizon for a while before shutting down if your powering the gate by other means than a dhd. As it is right now it's no power = immediately shut down
I would like to see it flicker for about 1 and 1/2 seconds with increasing frequency
(like when Orlins gate is almost out of power) before it shuts down.
If you can hook it up to power before then than it will re-stabilize.
Yea that is logical.
Come to think of it the only thing in the TV show I remotely remember was when they had to make the gate be struck by lightning to power it.
So, the dhd must have had 0 energy left?
This gives me an idea for a lightning rod entity. Although very few game modes have weather and it's something that probably will never come to spacebuild
My crystal code is actually done. It's meant to be used with Wirelink. Btw i don't know why you have bug
with E2. I'll check it out this Saturday, i have no time/little time for any coding because of school. >.>
@Boba & Cartman
It's not done yet, but how's this material so far?
-snip picture, better one below-
the black is there temporarily. i did it to see the crystal's grayish/whitish color so i don't accidentally go over the boundaries.
disregard the last picture, look at this one.
@boba & Cartman
i think i'm done, what do you think?
That looks nice
Front/back need to be more white + less alpha (background should be almost transparent). Texture needs to be translucent (visible from both sides). Some serius specular should be added, to add reflections ad sides (and maybe a bump map too).
That really is the wrong way kibbols, you should work on it until it looks really well compared to the references, otherwise all your models would be like half finished.
1. The uv map lacks decent placement and has allot of wasted space = can be fixed to a degree/
2. The texture is really not finished and is currently just a placeholder "at least that would be for me"
3. The texture should be made actually totally white and be made by using the alpha channel more than actually lowering the shading of the base, meaning the whole texture would be more like white and the alpha should do all the work, like so:
4. The way your graph or lines are made up doesn't actually make to much sense, it also doesn't look like it's based upon something, so you can better play also with that a bit more and make it a bit more complicated as they are control crystals after all http://images.wikia.com/stargate/ima...ol_crystal.jpg
5. Like madman said but well NOT A BUMP MAP but actually a normal map would be handy here it doesn't require anything other than a plain bump but it should contain a specular map to make it crystal like, and ofc shaders phong and rimlight will really make this look better, you've got enough references for a decent vmt setting in cap I've made better for my latest releases but didn't used those settings for cap as gmod runs on an older engine and those vmt commands are not supported by gmod.
So yea in general redo everything except the model! And well post a wireframe of your model and say how much triangles the model has so we can actually also see if it's required to redo that as well!
Hope it helps, it's good to see someone actually learning how to do things their self! That's why we'll provide decent critics on your work if you post them! Keep up the good work and improve you'll improve over time!
if i feel like redoing it, i'll redo it. you're right it's just a placeholder for now. when i feel like sitting down and learning more (maybe this weekend) i'll work on it. btw, the lines don't HAVE to be white or silver. this even proves it: http://images1.wikia.nocookie.net/__...D_Crystals.jpg
and, of course it's not based off of one crystal. have you seen the model? look around, you won't find a crystal that has that exact shape. because the shape is my own, i wanted the crystal lines to be my own as well. i'm busy today but i'll try to work on the material later. i wanted it to look better than the first material. and i think we all can say, that one was shit. OH AND ALSO, the crystal doesn't have to be white either. it's because the actual crystal props in the show were transparent, i made mine translucent so it could still be seen if it falls to the ground.
nor do all of them look complex.
Well that's not a kind way to threat constructive criticism...
Well it's good that you're redoing some parts, the lines are already much better but the text look out of place, try going with something more subtle like just a border or so.
As for the texture the way I presented it in my previous post is the best to handle such things as you fully rely on the alpha than.
And yea we don't see the any other changes "uv, normal, specular, vmt" yet so I'll wait to comment on those!
Have there been any reports of Gmod breaking or behaving oddly today? There was a Hl2 dod:S css tf2 engine update today. we all know what that means.
WOOT! made a normal for the model, now to test it.
the normal works.
any ideas on what the back of the crystal should look like? for now it's the front reversed, which doesn't work because i have Ancient Text on it.
This thread makes me want to cry these days :'(
Rev 315 changes:
* Cap not work on gmod13 after latest update.
* Some other small fixes for gmod13.
@kibbols, not really.
Bump map describe plane normal variations. So for example, shader take plane normal and add to it values from bump map. Thus, you get "bumps", that you can create from height map (gray scale map that specify each bump height).
Normal map descirbe every plane normal vector itself, it's made from hi-polygon model which is projected on low-polygon model and basicaly it's purpose it to give a feeling that model have thousands of polygon, instead of hudreds by manipulating normal vectors ad edges (and other places).
So basically, you did bump map I suspect. All things in CAP use bump maps since they are easy to make and give decent looking. Just be sure to not mess normal and bump names together :)
Yay for broken pages.