Search found 18 matches

by Shark Death
Sun Sep 22, 2002 11:15 pm
Forum: Mapping
Topic: Mohaa Tools - Lod Terrain/Patches working in 3D BSP Viewer
Replies: 9
Views: 646

Wow! Looking good there! :o
by Shark Death
Mon Sep 16, 2002 6:27 pm
Forum: Mapping
Topic: Assigning sounds to custom textures.
Replies: 1
Views: 186

Assigning sounds to custom textures.

Hey all, just popping in with a question. :wink:

I've made some custom textures, but ingame they have the default sound (Sounds lik you're walking on cement). How can I make the custom textures have the sounds of terrain textures, etc?
by Shark Death
Mon Sep 02, 2002 2:28 pm
Forum: Mapping
Topic: Cornfield...
Replies: 3
Views: 389

It depends on big this corn feild's gonna be.
by Shark Death
Sun Sep 01, 2002 11:43 pm
Forum: Mapping
Topic: Cornfield...
Replies: 3
Views: 389

I'd try making a model, like the one's in static/natural. Basicaly they're just a few textures, the only part that's a model is the stem.
by Shark Death
Sun Sep 01, 2002 11:42 pm
Forum: Mapping
Topic: Shorline texture
Replies: 5
Views: 409

I've been looking for the same texture ..
by Shark Death
Sat Aug 31, 2002 11:48 am
Forum: Mapping
Topic: Nrw Tank map comeing made by me n wombat and scorpio midget
Replies: 9
Views: 476

Looks good sofar, some of the lighting looks kinda weird .. but it shouldn't be a problem. Nice work!
by Shark Death
Fri Aug 30, 2002 10:03 pm
Forum: Mapping
Topic: door texture + rotation
Replies: 4
Views: 288

Here's a question .. I know how to do this in WC, but not in Radiant: Reverse texturing on doors? How? I've tried roatating the texture to positive and negative amounts, but that doesn't work.
by Shark Death
Fri Aug 30, 2002 8:44 pm
Forum: Mapping
Topic: Custom Textures
Replies: 6
Views: 539

Thanks!
by Shark Death
Fri Aug 30, 2002 8:06 pm
Forum: Mapping
Topic: Custom Textures
Replies: 6
Views: 539

So, how exactly do you save the .tga as a 32 bit .tga? In PSP, I can only save it as 24, 16, and 8 bit .tga's.
by Shark Death
Sun Aug 18, 2002 12:19 am
Forum: Mapping
Topic: De-compilers the pitfalls
Replies: 11
Views: 716

Well said.
by Shark Death
Sat Aug 17, 2002 5:55 pm
Forum: Mapping
Topic: Compiling: does it really have to take as long as you think?
Replies: 0
Views: 397

Compiling: does it really have to take as long as you think?

Hey all, just thought about starting up a topic that new and or experienced mappers could get information from. Ways to help the compliing process quicken: Share your secrets, advice, knowledge, etc. 8)
by Shark Death
Fri Aug 09, 2002 11:30 pm
Forum: Mapping
Topic: Where'd they go george? *updated with new question*
Replies: 8
Views: 738

A problem keeps arising when testing my map, it seems mohaa is unable to find my .scr file, but it's in the ame folder as the map is (/main/maps).
by Shark Death
Fri Aug 09, 2002 11:14 pm
Forum: Mapping
Topic: Where'd they go george? *updated with new question*
Replies: 8
Views: 738

Thanks :D
by Shark Death
Fri Aug 09, 2002 10:34 pm
Forum: Mapping
Topic: Where'd they go george? *updated with new question*
Replies: 8
Views: 738

When you make the main/maps folder, do you put three sub folders in it for sp, dm and obj? if so, what are the names of the folders?
by Shark Death
Fri Aug 09, 2002 7:29 pm
Forum: General Discussion
Topic: New Site Design
Replies: 2
Views: 524

Coolness all around.