hello all,i was wonderin if there was a way to change the sounds in q3 models? im not a model maker(of course)but i wanted to see if it was possible to swap sound files.ie.take the taunt/death sounds from one model and put them in another model? any help would be appreciated:)
Thanks for the feedback @Fabi_G ! My current idea is to have the main house as a more 'high res' detailed asset, with some high poly details that are added on top of the tiling textures and vertex painting I'm currently using. Since it's only this house like that I thought I would do it like that to be most efficient in…
Nice work! Really cool to see the scene in motion, and maybe some gentle swaying of grass and brush would be cool too. I agree with the crits mentioned before concerning the wear and tear, but overall it's a nice piece. :thumbup:
Yeah this is better, in a way. It goes from dark to lighter, but it's missing any real bright bits. I'd lighten the bamboo chestpiece a bit, and swap the black shoulder tubes out for some more crystals or something else brightish.
CAD is very interesting. Clean booleans, every time, and mathematically perfect surfaces. For some operations, it can't be beat. But it's hard to swap between polygons and CAD surfaces so you have to pick up front ... choose wisely. :)
Just gonna reply for hawf here, and say that the Stag courier did get worked on, Sparkwire, myself, and Hawf created it for The Internationals 2 for Evil Geniuses, but complications made it so we didn't have it published or 100% finished.
..yeah, I'll take my chances for now. Newegg is going to ship us new boards when they arrive, so I'll just swap it out then. I don't think the board is going to be failing in the next 3 months...
Couple of progress shots, I've been popping some random props on the back wall. Adding some gently swaying corn in the background and generally trying to remove alot of noise and everything was starting to compete for attention a bit :pensive:
I can't say for sure whether this is calculated per vertex or pixel, I'm guessing the latter though. I suggest you use this on important assets only or swap out materials on the LOD as soon as possible. It's a start anyways :)
ue has bi and tri filtering along with nearest for filtering, I tried out nearest initially cause i figured that would be the closest. Not familar with biasing mips. Guessing that means changing the distance at which it should swap