Search found 74 matches

by Oddball_Woof
Thu Oct 09, 2003 10:40 pm
Forum: Mapping
Topic: water basics
Replies: 8
Views: 320

I have done a fair amount of tests with variuos water textures and their uses and found that the original MOHAA ones vary in how you use them.

First thing to realise is that not all the textures you see in Radiant are meant to be used on their own. Most water textures in game are actually 'bundles ...
by Oddball_Woof
Sat Jul 26, 2003 8:15 pm
Forum: Mapping
Topic: Small Sumo your sky box is ready
Replies: 2
Views: 140

Small Sumo your sky box is ready

COPY OF TMT POST:

Running a render now.....zzzzzzzzzzzzz

Here are 2 samples I did to warm up tonite and a test of one i made a while back to test water use, that is all sky box background:

http://www.oddball.woof.dsl.pipex.com/TMT/sky01.jpg
http://www.oddball.woof.dsl.pipex.com/TMT/sky03.jpg ...
by Oddball_Woof
Tue Jun 10, 2003 8:33 pm
Forum: Public Releases
Topic: Some Map Images from 'Hell In The Pacific'
Replies: 6
Views: 1253

Some Map Images from 'Hell In The Pacific'

Mapping for HITP IMAGES AND LINKS

http://www.oddball.woof.dsl.pipex.com/HIP/title.jpg


http://www.oddball.woof.dsl.pipex.com/HIP/JMG.jpg


http://www.oddball.woof.dsl.pipex.com/HIP/JSKins.jpg


http://www.oddball.woof.dsl.pipex.com/HIP/Grunts.jpg


http://www.oddball.woof.dsl.pipex.com ...
by Oddball_Woof
Tue Jun 10, 2003 7:16 pm
Forum: News
Topic: Hell In The Pacific : A TC for MoH:AA
Replies: 20
Views: 1538

LOL August release GD! First I have heard of it hehehe perhaps a partial or first release but unlike other Mods I suspect that this mod will be an on going development process with further releases more maps and mods.
Also a great support team for users when released, which with you on the team to ...
by Oddball_Woof
Mon May 05, 2003 4:29 am
Forum: Mapping
Topic: custom textures
Replies: 30
Views: 768

hehehe

Tell you what Sumo, another project that is well developed but needs alot of work and finishing is Pointe Du Hoc.
Its been sitting on my computer shelf for 10 months,
The major terrain is done and several bunkers and a rough obj area but it really needs a through overhaul and rework.

I will ...
by Oddball_Woof
Sat May 03, 2003 12:44 pm
Forum: News
Topic: New tutorial!
Replies: 7
Views: 698

nice making a tutorial,
though it has been sitting there in Omaha m3l1a.scr clear as day for sometime LOL

eg:

//*** pulling the fog back
main_boat_ride_fog:

println "FARPLANE: the g_ddayfog value: " (getcvar(g_ddayfog))

if (getcvar(g_ddayfog) == "2") //*** low setting
{
local.farplane ...
by Oddball_Woof
Fri May 02, 2003 10:36 pm
Forum: Mapping
Topic: custom textures
Replies: 30
Views: 768

So how old are you then, and hey this is "my" post how dare you have so much fun here lol.
Hehe, seriously whats the latest with you oddball. Can we do a project together some time? I have a good feeling about you and old folks should stick together ......... Maaaaatlock.

Bye



LOL put it this ...
by Oddball_Woof
Fri May 02, 2003 4:42 am
Forum: Mapping
Topic: custom textures
Replies: 30
Views: 768

LOL you know you are right of course now I painted myself into a box LOL

Hehehe comes of writing posts at ridiculous hours and not really saying what you thought you said or meant to say or plain forgot hehehehe

What a smuck!

And I tried to sound so knowledgable!

I guess since I tend to stay ...
by Oddball_Woof
Thu May 01, 2003 5:55 pm
Forum: Mapping
Topic: custom textures
Replies: 30
Views: 768

There is a good reason jpg is smaller, its called compression
Even at best resolution a jpg distorts more than a tga because of the way the jpg format stores the image information.
Hence in PSP for example you can use the jpg artifact remover to in some ways improve the image by removing in the ...
by Oddball_Woof
Wed Apr 30, 2003 12:39 am
Forum: Mapping
Topic: custom textures
Replies: 30
Views: 768

I have had one of em days today too. map would compile then crash in MOH saying wrong type of TGA ...ARG!!!!!! BUT WHICH ONE there were dozens!!!!!
Finicky shader problems didnt help either.

Basically it looks as though those textures dont even need shaders unless you want to use the decal features ...
by Oddball_Woof
Mon Apr 28, 2003 4:11 am
Forum: Mapping
Topic: Texture/shader question
Replies: 4
Views: 215

Ummm thing is I have noticed that sometimes it does it automatically to certain textures other times not and only certain textures.
What I mean is it usually very noticable with 'Text' textures obviously and its happens both with brushes and patches.
But its not consistent some time latter using the ...
by Oddball_Woof
Mon Apr 28, 2003 4:04 am
Forum: Mapping
Topic: custom textures
Replies: 30
Views: 768

Having a bad memory and being as old as Balr does not help at all

But if my leaky memory serves could you have changed the tessSize by accident?

But you do need to explain what texture what shader values etc you are on about?
by Oddball_Woof
Mon Apr 28, 2003 3:56 am
Forum: Bots
Topic: Path problem
Replies: 13
Views: 963

Re: nodes

Maybe the nodes were not high enough.


Ummm I have noticed that recently.
While looking at decompiled SP maps like m3l1a all the paths and path nodes were high up....perhaps a decompile result but perhaps not.
Yet look at m4l0 and all the nodes are at ground height.

Also I noticed in a map I ...
by Oddball_Woof
Mon Apr 28, 2003 3:45 am
Forum: Bots
Topic: independent multiplay bots
Replies: 14
Views: 1442

try a basic map with the same stairs without a route for it and a routelist you will prbably find they dont want to use stairs.

I have tried adding and subtracting nodes from 1 in the middle of the stairs to practically head to tail nodes.

I ought to try and get the path debug thing on it but I ...
by Oddball_Woof
Sat Apr 26, 2003 4:25 am
Forum: Bots
Topic: Path problem
Replies: 13
Views: 963

Thats lakeside isnt it?

Found a funny thing happens if you get it right.
As allies if you wait at bottom of ladder to Doom type sewer ...LOL
And to shoot an axis having just arrived at the ground right at the bottom of the ladder when he dies his body flies back up the ladder LOL hehehehe
its quite ...