Recent content by Barf

  1. Official 3D art thread - Warband

    The muzzle of the barrel probably shouldn't be hexagonal.
  2. Official 3D art thread - Warband

    Good ol nwn, just one of the reasons I can't wait for Project Eternity.
  3. Official 3D art thread - Warband

    Zombro hug
    z3Kry.png
  4. Official 3D art thread - Warband

    Bobthehero said:
    Its a Kobold

    Point goes to Gryffindor!, it does look sad...& I feel like redo-ing that LizardMan now.


  5. Official 3D art thread - Warband

    Thanks  :grin:, It's a mob from DnD...now just which one?, :razz:
  6. Official 3D art thread - Warband

    Maya will just hold you back if your only using it for modeling (opinion highly subjective).
    I decided to finish an old model from like 3-4 years ago, bonus points if you can tell what it is.
    Kobold.jpg
    Contemplating making a stone spear and some clothes for him/her.
  7. Animated normalmap for horses

    You would need a custom shader to pass information of the bones orientation to it, and have that drive different masks for each texture.
  8. Official 3D art thread - Warband

    http://wiki.polycount.com/TilingRockWallBeyer
  9. B Info Shader Shader Stuff- HLSL instruction limits

    I made a modified hlsl language style for Notepad++ if anyone is interested
    44rIe.png
    It should be pretty self-explanatory,
    as I tried to add a specific style to each group of syntax, like all intrinsic HLSL and math functions show up in red
    functions defined outside the shader show up in dark green
    Anything with out. or in. prefix is light blue
    samplers show up orange

    linky https://www.dropbox.com/s/jxn9otv53jzkl3b/Warband_hlsl.xml

    Also another resource explaining Coordinate Transforms http://www.yaldex.com/open-gl/ch01lev1sec9.html
  10. Scale Reference Models M&B2

    Danik Golovanov said:
    When Warband came out did people start making modifications of it once? I think I would play it for the first several months without event thinking about mods if it was good. Even if you don't agree what's the point of making a mod of a game you don't know anything about anyway? Character isn't the only thing which gets changed, most probably everything will.

    I was making mods for Warband during the beta, granted it was really small stuff (helmet and new face model) and with the absence of Openbrf I had a hell of a time getting certain features to work [in vanilla]. One of the things that attracted me to Vanilla M&B was the prospect of modding, even if only insane pioneers were doing it, that little drop-down with "current module" in the splash screen when you boot up the game was a promise of cool things to come.
  11. B Info Shader Shader Stuff- HLSL instruction limits

    Swyter said:
    Nice work, mate.
    As I've told you, Rendermonkey is probably easier to translate from. Keep us informed about how it goes!

    Yeah being the eediot I am I thought cg and hlsl were two different shader languages, turns out they are syntactically identical, (have avoided so many cg tutorials/resources lol).

    Those links you sent me helped, namely this one, http://www.catalinzima.com/tutorials/crash-course-in-hlsl/
    But I actually found nvidias cg tutorial  here http://http.developer.nvidia.com/CgTutorial/cg_tutorial_chapter02.html
    And Cg Toolkit's manual downloadable here (mostly for explanation of syntax) super helpful https://developer.nvidia.com/cg-toolkit-download

    Oh, and I gotta ask, is it normal that it takes about 1-2 minutes for the shaders to compile? running decent comp here x3370@3ghz
  12. [WB] Warband Script Enhancer v3.2.0 (21/07/2013)

    I laughed, but I think it's just his way of punishing the people too lazy to even read the previous page to see if anyone else had come across the same issue...or Lazy post = Lazy answer
  13. B Info Shader Shader Stuff- HLSL instruction limits

    Barabas said:
    There is a native shader that uses a envmap texture and a specular texture. It's the 'envmap_shader'. If you mean a shader that actually reflects the environment, the water shader does something like that, but I'm not sure how it works.

    The envmap shader is broken, it looks more like a projected texture along the x axis that tilts with the camera.
    I think what Henry wanted was hoping someone would create a proper version, preferably with a fresnel bias based on the facing ratio.
    v7SnF.png


    Screenie taken outside of MB of my own Shader network using the same texture. (texture is native to warband called envmap_medium
    Cwszq.png


    To get a real working result though it would have to change the envtexture depending on the time of day and in interiors, otherwise it will do what the current envshader is doing, glowing at night and indoors.

    another pic of warbands weird envmap shader
    HdR83.png

    I am learning HLSL but it's moving pretty slowly, I can write a very basic shader in FX composer
    but translating them to warband is a pita.
  14. The Official Art thread

    Glad you guys like it, I was laughing somewhat maniacally as I made it  :mrgreen:
  15. The Official Art thread

    Because I am bored
    :grin: :grin: :grin: :grin: :grin: :grin:
    hHgjF.png
    :razz:
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