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 ...
Search found 74 matches
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
Also a great support team for users when released, which with you on the team to ...
- Mon May 05, 2003 4:29 am
- Forum: Mapping
- Topic: custom textures
- Replies: 30
- Views: 768
- Sat May 03, 2003 12:44 pm
- Forum: News
- Topic: New tutorial!
- Replies: 7
- Views: 698
- Fri May 02, 2003 10:36 pm
- Forum: Mapping
- Topic: custom textures
- Replies: 30
- Views: 768
- Fri May 02, 2003 4:42 am
- Forum: Mapping
- Topic: custom textures
- Replies: 30
- Views: 768
- Thu May 01, 2003 5:55 pm
- Forum: Mapping
- Topic: custom textures
- Replies: 30
- Views: 768
- 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 ...
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 ...
- 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 ...
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 ...
- Mon Apr 28, 2003 4:04 am
- Forum: Mapping
- Topic: custom textures
- Replies: 30
- Views: 768
- 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 ...
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 ...
- Mon Apr 28, 2003 3:45 am
- Forum: Bots
- Topic: independent multiplay bots
- Replies: 14
- Views: 1442
- Sat Apr 26, 2003 4:25 am
- Forum: Bots
- Topic: Path problem
- Replies: 13
- Views: 963