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Old 05-29-2013, 03:24 PM   #681
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Yeah, Aqualaris still needs to get finished
It just needs lightmaps now, everything does x-D

The idea was to make the big holo-table, at the center of the Ebon-Hawk, into a galaxy map. As the Galaxy map in the cockpit could only have 1 extra planet or such...

GM wanted a ingame tool of sorts, so modders could easely at TONS of new planets, making a new galaxy map interface thingy. I was working on some small models which would look like holograms to sell the whole thing
Ah did the lightmap problem get solved then? I also remember the camera collision problem, I'd hope by now that's also fixed?

Yeah the galaxy map idea was to expand the map into a projection with selectable planets; like the galaxy map but 3D and with essentially unlimited extra slots for modders to contribute - it was pretty much finished but it needs revisiting and fixing, I know how to go about it but I remember Q said there was a bug to do with the 003ebo enter script injection since I couldn't decompile the original. Buzz me on Facebook next week Q as I've got a load of free time


If you're looking for any of the junk I did a few years ago; you can probably still find it all on filefront
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Old 05-30-2013, 05:55 AM   #682
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More fantastic stuff, as always, Q! I'm really looking forward to seeing these in-game.

And the galaxy map project, too - I think I remember some screenshots of that from way back when.



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Old 05-30-2013, 07:10 AM   #683
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Q, with the size of the module you've been showing off lately, I do have to wonder - should we expect some amount of lag once it is in game? Even since I've played those M4-78 modules, map size and lag has been on my mind.

That being said, I like what I see.




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Old 05-30-2013, 09:16 AM   #684
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More fantastic stuff, as always, Q! I'm really looking forward to seeing these in-game.

And the galaxy map project, too - I think I remember some screenshots of that from way back when.
Yeah I was looking for the old screenshots but I've got some cool ideas to improve on the old one
Quote:
Originally Posted by Sith Holocron View Post
Q, with the size of the module you've been showing off lately, I do have to wonder - should we expect some amount of lag once it is in game? Even since I've played those M4-78 modules, map size and lag has been on my mind.

That being said, I like what I see.
If you build the module correctly in rooms and you spend time writing the module layout then you shouldn't get lag - we did experience lag problems in the past but I did solve it by making only visible rooms render


If you're looking for any of the junk I did a few years ago; you can probably still find it all on filefront
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Old 05-30-2013, 03:13 PM   #685
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Quote:
Originally Posted by Sith Holocron View Post
Q, with the size of the module you've been showing off lately, I do have to wonder - should we expect some amount of lag once it is in game? Even since I've played those M4-78 modules, map size and lag has been on my mind.

That being said, I like what I see.
Fear not, it might look HUGE and high, but it's not that oversized. It takes less then 3minutes to go from one far edge to the other. My Narshaddaa street areas are bigger and more cluttered. And so far I didn't have any sort of lag issues.

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Yeah I was looking for the old screenshots but I've got some cool ideas to improve on the old one

If you build the module correctly in rooms and you spend time writing the module layout then you shouldn't get lag - we did experience lag problems in the past but I did solve it by making only visible rooms render
Aqualaris was rather heavy with all the emitters going off. Those little things can really drag framerates down. But, yes, planning your lay-out and how you'll do the .lyt and .vis file can help a great deal.

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Ah did the lightmap problem get solved then? I also remember the camera collision problem, I'd hope by now that's also fixed?
Alas; cameras keep being pesky as hell. MagnusII never found out what caused it.

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Yeah the galaxy map idea... ...Buzz me on Facebook next week Q as I've got a load of free time
I'll do that, I've got some free time aswell


TIQUILAAAAAAAA
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Old 05-30-2013, 05:02 PM   #686
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I'll do that, I've got some free time aswell
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Buzz me on Facebook next week Q as I've got a load of free time
One of mind keeping me informed of any developments? I can't use FB too much and I want to know if I should keep the files or if you want to release it separate of SG.K, guys? Be seein' ya.


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Quote:
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Hi! I messaged him on Facebook and got this answer: "Sure if he wants to release a new KSE, no problem. I'm surprised he was able to find all the perl modules. I released them a long time ago but they were buried somewhere in the KSE thread." So, go for it--please give him credit for the original work, though!
KSE 3.3.4 is LIVE!!! Check it out here.

12/13/13 -- Fixed KSE 3.3.4 bugs. Please check the above link.
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Old 05-30-2013, 06:28 PM   #687
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One of mind keeping me informed of any developments? I can't use FB too much and I want to know if I should keep the files or if you want to release it separate of SG.K, guys? Be seein' ya.
The projector for the SG mod was derived from our galaxy map fix but isn't actually the mod that we initially went for, I'll be sure to let you know if we get the map working fine and release details of how to put extra planets on it for everyone.

After a bit of research I had a problem with the k_003ebo_onenter script being replaced but as it happens there is a decompiled version from a year ago by the TSLRP so I should be able to get it working fine now


If you're looking for any of the junk I did a few years ago; you can probably still find it all on filefront
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Old 05-30-2013, 08:05 PM   #688
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but as it happens there is a decompiled version from a year ago by the TSLRP so I should be able to get it working fine now
TSLRP or TSLRCM?




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Old 05-30-2013, 08:14 PM   #689
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RP recompiled all the TSL scripts as a resource.




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Old 05-30-2013, 10:05 PM   #690
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I believe it was the RCM as I read a note on it being updated from the version decompiled before that


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Old 05-31-2013, 12:52 AM   #691
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I believe it was the RCM as I read a note on it being updated from the version decompiled before that
Might want to grab TSLRCM 1.8.2/3's version...


Always remember modders: "Quality= Effort*Time"

Quote:
Originally Posted by Jae Onasi
Hi! I messaged him on Facebook and got this answer: "Sure if he wants to release a new KSE, no problem. I'm surprised he was able to find all the perl modules. I released them a long time ago but they were buried somewhere in the KSE thread." So, go for it--please give him credit for the original work, though!
KSE 3.3.4 is LIVE!!! Check it out here.

12/13/13 -- Fixed KSE 3.3.4 bugs. Please check the above link.
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Old 05-31-2013, 04:00 AM   #692
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Yeah, it should be as .nss inside the 003EBO.mod.
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Old 05-31-2013, 10:48 AM   #693
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Yeah, it should be as .nss inside the 003EBO.mod.
Please forgive the forthcoming outburst...

WHHHAAATATTTTT??!!!!!

You guys put un-compiled versions of OE's scripts in the .MOD files? That just made my day, HH!

As far as I was aware, we were screwed on that front since OE didn't pack the On Enter scripts in the .nss section of Scripts.bif...


Always remember modders: "Quality= Effort*Time"

Quote:
Originally Posted by Jae Onasi
Hi! I messaged him on Facebook and got this answer: "Sure if he wants to release a new KSE, no problem. I'm surprised he was able to find all the perl modules. I released them a long time ago but they were buried somewhere in the KSE thread." So, go for it--please give him credit for the original work, though!
KSE 3.3.4 is LIVE!!! Check it out here.

12/13/13 -- Fixed KSE 3.3.4 bugs. Please check the above link.
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Old 05-31-2013, 01:46 PM   #694
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Yeah that's where I found the decompiled script


If you're looking for any of the junk I did a few years ago; you can probably still find it all on filefront
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Old 05-31-2013, 08:12 PM   #695
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No, not all scripts. And they aren't the 'base', it's the modified version TSLRCM uses. So modmakers can use it if they have to use the Ebon Hawk onenter and make it TSLRCM compatible.

It's just a few files really I think, onenter and a_next_scene in the 003EBO.mod, and the new base loot script is dropped in the override folder. That's about it.
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Old 05-31-2013, 08:58 PM   #696
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Aye I recognised the original is the one decompiled by Stoffe, so for the galaxy map fix I'll use the modified one for compatibility - out of curiosity I didn't notice any commented changes to the script, will there be any bugs for anyone who does not have the TSLRCM installed by using the RCM's onenter script?


If you're looking for any of the junk I did a few years ago; you can probably still find it all on filefront
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Old 06-01-2013, 06:02 AM   #697
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Pretty sure it's fine...
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Old 06-02-2013, 09:29 AM   #698
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Great to see you guys getting that scripting madness sorted
Alas, no further updates from me on the 3D front. My personal life is a very big mess atm. I've got a ton of issues to get through, not to speak about the stress and the whole emotianal turmoil... ugh...


TIQUILAAAAAAAA
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Old 06-02-2013, 05:44 PM   #699
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Take care of what's important. Modding can wait, Quanon.




I need some assistance on a matter related to Brotherhood of Shadow: Solomon's Revenge. Please leave a comment on my BOS:ROS question here.
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Old 07-02-2013, 04:31 AM   #700
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Hey, guys!

Back with a tiny update. I just got a new job, into my 4th week now and it's going great. Besides that, I've got a little 3D work done. Mostly just doing some texturing on the 'unnamed' module

But I also worked a bit more on my old Korriban models. I was working on a temple interieur, but never really finished the full model. I've done some work on that old model aswell. Just so other modders might use everything I've made.

I'll do my best to improve my 'packages'; so they are easier to use.
Anyway, here's some quick renders of that one module!






TIQUILAAAAAAAA
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Old 07-02-2013, 05:14 AM   #701
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Looking gd Q, happy to see you're still active. You know I discovered you can now get KoTOR on ipad haha, doesn't seem 2 minutes ago I had to buy a new PC so I could run it beyond 800x600 when developing BoS. :P

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Old 07-02-2013, 05:44 AM   #702
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Congrats on the job! Diggin' the module - could be Taris, could be Coruscant, could even be Bespin.



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Old 07-02-2013, 10:57 AM   #703
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Looking good.


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Old 07-09-2013, 06:41 PM   #704
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That white city looks like a place that phase II Clone Troopers would live
and it looks like a fun place to run around and explore



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Old 07-28-2013, 07:27 AM   #705
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Kabling,

Qs back with another update on the 'mistery' city. The area is fully textured now, just need to make a new window tex to make it complete. Besides that I've worked on the decoration of the skybox. As just a sky with clouds wouldn't do the trick. I've inserted more buildings, this should give the look of a big metropolis. Plus it adds some depth and scale.

But, pictures are just more fun then words! So I've taken some quality renders! Beware though, they're a bit big!


Show spoiler

Show spoiler

Show spoiler

Show spoiler

Show spoiler

Show spoiler

Show spoiler

Show spoiler


TIQUILAAAAAAAA
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Old 07-28-2013, 08:45 AM   #706
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Looks beautiful, Q. Can't wait to see what you have in mind for it.



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Old 07-28-2013, 10:36 AM   #707
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Gorgeous!
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Old 07-28-2013, 10:43 AM   #708
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Kabling,

Qs back with another update on the 'mistery' city. The area is fully textured now, just need to make a new window tex to make it complete. Besides that I've worked on the decoration of the skybox. As just a sky with clouds wouldn't do the trick. I've inserted more buildings, this should give the look of a big metropolis. Plus it adds some depth and scale.

But, pictures are just more fun then words! So I've taken some quality renders! Beware though, they're a bit big!
You are amazing, Q! And that makes me glad we don't have modding contests, because you'd win hands down.


Always remember modders: "Quality= Effort*Time"

Quote:
Originally Posted by Jae Onasi
Hi! I messaged him on Facebook and got this answer: "Sure if he wants to release a new KSE, no problem. I'm surprised he was able to find all the perl modules. I released them a long time ago but they were buried somewhere in the KSE thread." So, go for it--please give him credit for the original work, though!
KSE 3.3.4 is LIVE!!! Check it out here.

12/13/13 -- Fixed KSE 3.3.4 bugs. Please check the above link.
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Old 07-28-2013, 11:23 AM   #709
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Too bad they never look as good in game (IMO)

The lack of aurora lights really bothers me, even though the lightmaps often are really awesome.

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Old 07-28-2013, 12:28 PM   #710
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Looks almost like an arena match from Republic Commando. Nice work.


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Current Work in Progress: Dantooine Tension

Released Works
Blaster Pistol Enhancement
Dustil Restoration
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Sunry Murder Recording Enhancement
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Old 07-29-2013, 04:55 PM   #711
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I keep wondering what asteroid belt they had to completely strip in order to mine that much pretty red marble

You do love your marble textures Q. Looks great



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Old 07-29-2013, 04:59 PM   #712
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My turn to finally comment. You have got to get this done, Q(not to say I don't want a quality area, take your time), because this area looks just way too awesome!


Good with dialogues and getting better
Working on Scripting and Module Editing/Re-skinning
Started work on Modeling New Areas
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Old 07-31-2013, 12:36 PM   #713
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Hey quanon!
Nice work I have a guess at the city planet.

Is it....cinnagar
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Old 08-05-2013, 08:32 AM   #714
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Quote:
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Too bad they never look as good in game (IMO)

The lack of aurora lights really bothers me, even though the lightmaps often are really awesome.
Well, you need to do the lights via the lightmapping. Auroralights are only for adding some extra detail. The game only ever renders 3 of the lights at anyone time. Modern engines don't do it this way anymore.

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I keep wondering what asteroid belt they had to completely strip in order to mine that much pretty red marble

You do love your marble textures Q. Looks great
Yeah, I just love the patterns and contrast in marble
Though the textures need a serious edit. They don't tile smoothly. And I find the red to be a bit to dark and lacking in contrast.

But it's work for a later date!

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My turn to finally comment. You have got to get this done, Q(not to say I don't want a quality area, take your time), because this area looks just way too awesome!
Getting closer to finish. Just hang on!

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Hey quanon!
Nice work I have a guess at the city planet.

Is it....cinnagar
Héhéhé, no.
The name has been mentioned a few times now. But I won't spoil it now just yet. I'm not alone on this project.

An update: Got the first part of the area into the game. No texture stretching, just a few odd little 'bugs' to fix. Did waste more then 2 hours to get it to work properly in the game though >_>

Never forget the Resetxform!

Show spoiler


TIQUILAAAAAAAA
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Old 08-05-2013, 09:53 AM   #715
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Well, you need to do the lights via the lightmapping. Auroralights are only for adding some extra detail. The game only ever renders 3 of the lights at anyone time. Modern engines don't do it this way anymore.
I remember you telling me that once, a long time ago;still in this galaxy, unfortunately.

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Yeah, I just love the patterns and contrast in marble
Though the textures need a serious edit. They don't tile smoothly. And I find the red to be a bit to dark and lacking in contrast.

But it's work for a later date!
Two things:

1. Do you want this.

2. I always thought the city was for TSL, but I think I saw Carth in your screenshot...


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Quote:
Originally Posted by Jae Onasi
Hi! I messaged him on Facebook and got this answer: "Sure if he wants to release a new KSE, no problem. I'm surprised he was able to find all the perl modules. I released them a long time ago but they were buried somewhere in the KSE thread." So, go for it--please give him credit for the original work, though!
KSE 3.3.4 is LIVE!!! Check it out here.

12/13/13 -- Fixed KSE 3.3.4 bugs. Please check the above link.
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Old 08-05-2013, 01:30 PM   #716
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Quote:
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Well, you need to do the lights via the lightmapping. Auroralights are only for adding some extra detail. The game only ever renders 3 of the lights at anyone time. Modern engines don't do it this way anymore.
Yes, but let's say for instance you're standing in a dark part of the module - that darkness doesn't cast on the player character and that's one thing that just really annoys me >:|

Nothing on you Q, I just hate that nothing can be done about it.

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Old 08-05-2013, 01:50 PM   #717
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Quanon I am so glad to see you are still here and at work..i hope to see your work in game soon, and thanks so much! Keep the Force Alive as your work is awesome!


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Old 08-05-2013, 02:46 PM   #718
darthtyren
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An update: Got the first part of the area into the game. No texture stretching, just a few odd little 'bugs' to fix. Did waste more then 2 hours to get it to work properly in the game though >_>

Never forget the Resetxform!
Yikes, yeah that one's a big one. But yay, it's in game!


Good with dialogues and getting better
Working on Scripting and Module Editing/Re-skinning
Started work on Modeling New Areas
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Old 08-06-2013, 07:23 PM   #719
redrob41
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Yeah, I just love the patterns and contrast in marble
Though the textures need a serious edit. They don't tile smoothly. And I find the red to be a bit to dark and lacking in contrast.

But it's work for a later date!
Do you want me to take a look at it? You know how I love Photoshop



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Old 08-07-2013, 03:56 PM   #720
Quanon
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Do you want me to take a look at it? You know how I love Photoshop
You certainly have go from me! I just know you'll get awesome results!
Plus I'm a bit 'unhappy' with my white wall textures. I'dd like them to all have the same whiteness. But now some are more 'grey-yellowish' others go for a more blueish tint.

It's been bugging me


TIQUILAAAAAAAA
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