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Zatoichi's Edits (under Development)

Discussion on Zatoichi's Edits (under Development) within the CO2 Weapon, Armor, Effects & Interface edits forum part of the CO2 Guides & Templates category.

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Old 04/19/2012, 19:57   #376
 
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nah i just mean if you are looking to make stuff like that, its much harder to do in ps, and prolly not the best program to pick up to do it. grab a 30 trial for 3dsmax 2012 and hit the tutorials, that's what we all do. Ty for posting the pics, i'll fix those tiles this week ^^

update on graveyard scene

That looks awesome, i wonder how it looks like ingame though o.o
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Old 04/19/2012, 21:12   #377
 
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For anyone interested how the Awesome map images Zatoichi made where created into fully functional dmaps. I made a quick preview of a tool we decided to build. and will probably be released in the future for everyone to play with.


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That looks awesome, i wonder how it looks like ingame though o.o
im pretty sure we can post a screenshot once its completed and a dmap created from it. Best confirm it With Zatoichi though
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Old 04/20/2012, 01:16   #378
 
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That looks awesome, i wonder how it looks like ingame though o.o



Thats it in game, but this pic is half rez. I've not worked it into the landscape, so the edge is a bit harsh, but you get the idea. Whachu think?
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Old 04/20/2012, 01:30   #379
 
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bad bad bad bad
i will never use this , it's the worst

*cough* ill go to search for downloading links :P lmao bro u awesome keep it up
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Old 04/20/2012, 22:40   #380
 
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Thats it in game, but this pic is half rez. I've not worked it into the landscape, so the edge is a bit harsh, but you get the idea. Whachu think?
Like you said, you didn't work on the landscape but i got your idea on what you are working on. i like it =p. it will definately take time to get on your level :P

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For anyone interested how the Awesome map images Zatoichi made where created into fully functional dmaps. I made a quick preview of a tool we decided to build. and will probably be released in the future for everyone to play with.





im pretty sure we can post a screenshot once its completed and a dmap created from it. Best confirm it With Zatoichi though
that is some legit ****
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Old 04/21/2012, 07:36   #381
 
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waitin for that .Dmap creator
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Old 04/21/2012, 15:15   #382
 
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@2Slam - i dunno if he plans on giving it out. I will say about 3 of the top coders (prolly more) from this forum worked on it, directly and indirectly for about ...****...2 years maybe - and it still isnt done. I'm not sure if it would be free. I don't mean to speak for them - but ulti shoulda been real clear about that. Sparkie, Ulti, Hybk alone directly on this have hundreds of hours apiece into that tool, which i will add is on the verge of becoming its own client.
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Old 04/21/2012, 19:53   #383
 
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Awesome Dmap creator is awesome :<
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Old 04/21/2012, 20:09   #384
 
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waitin for that .Dmap creator
stuff like that wont get released that much, so im pretty sure it will stay between team yakuza members.
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Old 04/21/2012, 23:08   #385
 
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then i have to creat mine tho
but i was wandring how u could wrap that huge part of textures i got stuck when wrapping a texture for just a weapon is there a way or two for such?
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Old 04/21/2012, 23:16   #386
 
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@2 slam - You could, thats what we did. As far as texturing goes, it really depends on what you are texturing. Lately i use alot of pelt mapping, but there are a number of ways to skin any given object. You just need to know where your seams will go, plan for them, hide them. We are licensed with Unity as well, and i can tell you from the work we do in there that only having diffuse mapping is VERY limiting. But this is a great place to learn diffuse mapping, thru and thru. Look at box mapping, cylindrical mapping, and pelt mapping to start (I'm assuming you are using planar mapping, these are all techniques of UV mapping for Diffuse textures). Those should really give you the basics of what you need to tackle any item.
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Old 04/21/2012, 23:48   #387
 
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Zatoichi, idk if the building is supposed to be like this but i don't think it is ;o
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File Type: jpg 50376672.jpg (459.0 KB, 44 views)
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Old 04/22/2012, 00:09   #388
 
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yeah 2 of the glitches with the map are not fixable, that one and the dock that has a chop out of it, they actually have repeating tiles in the structure and that overwrites anything i have there. Luckily its only the TC map that is like this, and its just cuz the dmap was so limiting. We've got one more map scheduled but, ulti mentioned releasing a map for everyone with a dmap, so a new map anyone could use in any psrvr. This ofc would not work on real co, as all the maps being released now do. Im also thinking of releasing the grocery map redo, that go this whole thing started like 3 years ago or something. I'll try to fix what i can this week, and on friday i'll be releasing the arena reskin.
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Old 04/22/2012, 06:48   #389
 
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The chopping thing is fixable. You need to add a second scene file for the top of the building. That's how TQ handles large buildings and such.
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Old 04/22/2012, 10:16   #390
 
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@2 slam - You could, thats what we did. As far as texturing goes, it really depends on what you are texturing. Lately i use alot of pelt mapping, but there are a number of ways to skin any given object. You just need to know where your seams will go, plan for them, hide them. We are licensed with Unity as well, and i can tell you from the work we do in there that only having diffuse mapping is VERY limiting. But this is a great place to learn diffuse mapping, thru and thru. Look at box mapping, cylindrical mapping, and pelt mapping to start (I'm assuming you are using planar mapping, these are all techniques of UV mapping for Diffuse textures). Those should really give you the basics of what you need to tackle any item.
yeah actually i use planar mapping i'll try box and cylindrical i'll try that on arena map as it is very simple tho.
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