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Psychikon

About

Username
Psychikon
Joined
2009 Jun 9
Visits
3
Last Active
2018 Apr 3
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  • PickleBro: I have been doing other things lately... Obviously the developers are still around! I imagine some of the others are too, but I've been involved with getting over personal problems etc.
  • DaniJ, would it be easier or more likely I should say to see on-the-fly cutscenes in the future, such as in certain other ports? For instance, maybe a camera sequence that goes over some of the level to give the perilous attitude of what you're in …
  • In regards to what vermil said, I'd say that, if you were going to do the entire pack, then it would be good for consistency. If I weren't such a 3D guy myself, I would probably like something like that. I think it's kind of cool.
  • Curious on something else: I noticed in the documentation for model assets that, to have an animation for a certain section of the model, you use the node variable. I'm wondering how you define this. Are you defining, for instance, in MD5 files…
  • @Skyjake: I didn't know it was a truly emissive map! No complaints! No suggestions! I misunderstood exactly what it was! I think you totally knew what you were doing with that! So it's basically for lights and glows then? That's what it loo…
  • @Skyjake: Oh no! I am so tired after work that I completely misread what you wrote! The best way, in my opinion, would be to have the pixel be fully bright, ignoring lighting, when it is the highest value. When it is dark, there is no change t…
  • Veirdo: Good idea! That reminds me of a certain Quake 3 shader. Skyjake: I just deleted what I wrote in this message, 'cause I made an error. Next message is to you, though! -Jon
  • Hey SkyJake (or DaniJ), I saw on the page that, for certain textures, there is no alpha value permitted. It did not say anything for the emission maps. Does this then make it possible to use an alpha value, allowing for a smooth transition from…
  • Blender: www.blender.org Blender tutorials: http://en.wikibooks.org/wiki/Blender_3Dvf_Noob_to_Pro --- Also, search YouTube Sculptris: pixologic.com/sculptris/‎ GIMP: www.gimp.org/downloads/‎ No reason you can't at least mess around and …
  • Hey man! You know what they did in the olden days to simulate water in these instances? They had texture particles that had fairly high gravity... You could always have those in addition to the "physical" liquid of the model to make it look as …
  • Can't you already add decoration models? I thought that was in one of the 1.9 betas that it was added, what with the materials stuff and all...
  • A fearsome beast, fit only to be hunted down and killed! (preferably, with a shotgun )
  • Well, thanks! (to quote Darksun: Shattered Lands)
  • Hey veirdo, I just recently downloaded your pack, and I wanted to make a small critique: Now, I haven't checked out everything yet, as I forgot the passwords (for now) to get all weapons. However, from the wand puff, the last frame pauses, an…
  • 2 veirdo: IT'S FIXED!!! I thought that I was having a problem with that in another model! Very nice job, veirdo! Either that, or I had been doing what I was doing wrong, or maybe it was merely the problem with the particles and bobbing that…
  • veirdo wrote: The particle trails from tips of the "fire blades" is more interesting idea, but i don't know how to attach particle emitters to the said tips. I think i can do it with "Submodel" feature of particle generator if the center of that s…
  • The main thing I personally don't like about the idea of hi-res sprites is how they look. Since in the olden days, there was no choice, good sprites were awesome, and the usage of the fat pixels had both its charm with the skills implemented, and l…
  • Somewhat like star prominences, Vermil?
  • Good job, veirdo! Good job... =D>
  • May I suggest something? Unless the grating is applied as a patch, and if indeed it's one texture, then I would suggest adding a slight bit of ambient shadowing in the recessed parts towards where the grate meets the stones and their crevices, so t…
  • If, on the other hand, you meant to add sprites from other angles, then you, after you drew them, could import them with the angle character being A-H. I one time did that with some monsters way back in the day...so you would have like MOSSA0, MOSS…
  • it appears as though the UVs for the chest are overlapping where there is a line, which makes the edge there really stand out, since the texture doesn't go smoothly across it.
  • No, but it's part of the effects that are in the packs. I don't remember actually if jHeretic has it or not, but I thought I implemented that with the gargoyle - yet, if that's the case, then it's just the gargoyle alone...
  • I thought you could already do something like that by making the particles flattened as splatter textures when they hit walls and/or floors.
  • http://www.fileden.com/files/2007/4/22/ ... 090814.pk3
  • Wiki > References tab > Definitions > Generator Damage mobj = "" # Makes this a Damage triggered generator. They are spawned when a # mobj of the specified type receives damage. The initial movement # direction is calculated f…
  • Telefragging in ZDaemon DM got me laughing so hard I was pouring tears...
  • Wow, what a nice thing to say! THANKS
  • If you have that folder specified as an addons folder, and it still won't appear, you could right-click then go to "install addon" and find it that way. If it still won't show up, I don't know
  • Vermil wrote: I have your Heretic models; I'll send them to you next time your on ICQ or something. Unfortunetely, I don't seem to have the Afrit you did for HeXen. This isn't the first time I've had to send you your own models because you d…