For the lavalamp, I think a transparant texture for the glass and either a scrolling texture or animated bubbles would be cool. Scrolling texture is gonna be the easiest thing I think. Looks fine otherwise, although it feels somewhat sharp rather than curved, you could make it look like that's intended (I guess it is? :smile: ) and it shouldn't be a problem.
Nice one, Andrei. Certainly not bad for a first model. Ya got them mad skilz! :razz:
midk, I know it's possible and I've done it before, but the exact same .qc setup now doesn't work anymore, so I guess it's some studiomdl update or such that broke it. Previously I never needed a $keyvalues block for physics props and they worked, now I can't compile without such a block if I want them to be physical.
I'll stick with a physics model for now, the 'disable movement' flag should be enough.
As for the texture being too low-res, I just found out that's due to the compiling process. By default, textures are being compressed and filtered. I just turned that off (by creating a .txt file with the same name as the .tga file, in the same folder, containing the lines "nocompress" "1" and "nonice" "1") and it looks a lot sharper now. Result:
It's about finished now, I only got to fix the mass center... right now it's at 0 0 0, which results in some funny behaviour... :smile:
(and no, that didn't change the color, I did... :razz: )
As for Photoshop and Alpha channels, version 7 contains a bug that causes .tga's not to be saved with an alpha channel. There's a fix for this which you can download, or you can update to version 7.10. Found that out yesterday. Oh, and thanks for the Add channel button, midk. Hadn't figured that out yet, it's certainly faster than selecting something and saving the selection to a channel. :smile:
EDIT: The Valve wiki is pretty cool actually. I'm using it more intensively now, and I'm just stumbling upon collision info that's just what I need for my own game. Looks like I'm on the right path with my collision system design. :biggrin:
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