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« Reply #660 on: August 21, 2011, 12:45:27 PM » |
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I think you should, but in a new topic perhaps. HereIrishladdie post it there and I'll add it to the list. I hope you are still here, but please post it there. I hope this won't be the last time we'll be talking to you.
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« Last Edit: August 21, 2011, 12:50:21 PM by xxTerminatorxx »
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« Reply #661 on: August 23, 2011, 09:10:20 PM » |
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When I comprehend how the VR level stages do lighting and coloring and find the background objects and how they work, I'll make a VR stage or two.
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« Reply #662 on: August 24, 2011, 01:12:49 PM » |
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A good VR stage has be ported over one of the Break the Targets stages. You can then vertex each target. Are you familiar in making somthing like this: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=7816
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« Last Edit: August 24, 2011, 01:14:20 PM by xxTerminatorxx »
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« Reply #663 on: August 24, 2011, 03:54:29 PM » |
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I am not familiar in making Target test stages, but I'll consider it.
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« Reply #664 on: August 28, 2011, 06:41:46 PM » |
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The base stage design is done. I found the goal post .kmy and textures so I thought I might as well include that since the red lights worked well.
All I need is a triangular prism that's semi-transparent.
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« Reply #665 on: August 29, 2011, 02:03:41 PM » |
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are you talking about the VR stage?
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« Reply #666 on: August 29, 2011, 02:31:27 PM » |
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Yes I am. And I'm back home now.
I have the goalpost textures and it uses almost Exclusively Alpha Layers.
BTW I learned how to check which model part uses which textures via MS3D. I found some background models too.
After I clean up, I'll continue.
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« Last Edit: August 29, 2011, 02:33:05 PM by Eternal Yoshi »
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« Reply #667 on: August 29, 2011, 02:57:41 PM » |
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maybe a release in a few days?
edit: HEHEHE post 666 (:
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« Last Edit: September 03, 2011, 01:21:14 PM by xxTerminatorxx »
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« Reply #668 on: August 29, 2011, 03:47:18 PM » |
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Not likely unless I can fully comprehend the background.
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« Reply #669 on: September 11, 2011, 08:26:02 AM » |
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- EVA (HD) - By xxTerminatorxxI told you I was gonna keep you guys updated on this. I also updated the list here.
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« Last Edit: September 11, 2011, 08:38:17 AM by xxTerminatorxx »
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« Reply #670 on: September 14, 2011, 09:53:17 AM » |
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Um... not really important, but I don't see my MGS2 cardboard box there...
...just wanted to point it out since it IS a part of the Metal Gear History (even if it's from the game that Snake wasn't protagonizing)
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« Reply #671 on: September 14, 2011, 02:24:24 PM » |
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Oh, I'll add that. That is if I can find it (: in the giant stack of Snake texture hacks
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« Reply #672 on: September 25, 2011, 08:08:26 AM » |
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Here, that should help you find it faster.
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« Reply #673 on: September 27, 2011, 02:13:14 PM » |
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I'll add that on as soon as possible when I get the time.
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« Reply #674 on: October 03, 2011, 02:59:22 PM » |
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I've made a dot-point revised copy of the PCSX2 texture rip colour reversal guide for Adobe Photoshop CS3 Extended.
How to follow the procedure:
Open affected image in Adobe Photoshop CS3 Extended. Bring up the image's colour channel window. Duplicate the red and blue channels seperate from the image. Delete the image's original red and blue channels. Paste the red channel into the image's blue channel and vice versa for the blue channel.
However, this method does not work for my version of Adobe Photoshop, which is from CS5 Extended. Upon trying to paste into seperate colour channels, nothing happens. This version only allows pasting into the RGB section of the colour channel window. Does anyone know of an alternative method (suitable for Adobe Photoshop CS5 Extended or otherwise?)
Quoting so that I can confirm this working with CS3. Proof - Stock head of Snake from DMTV.
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