Search found 233 matches

by TheStorm
Wed Mar 23, 2005 10:09 am
Forum: News
Topic: Hell In The Pacific 2.0 Released!
Replies: 6
Views: 2945

Done!
by TheStorm
Wed Mar 23, 2005 7:51 am
Forum: News
Topic: Hell In The Pacific 2.0 Released!
Replies: 6
Views: 2945

Hell In The Pacific 2.0 Released!

http://www.hitp.modtheater.com/Image/Banners/banner1.jpg

Download links and more information here

Its with great joy that the Hell in the Pacific TC team for MOH:AA brings you version 2.0. It has been a very long road in development of this project but it finally comes to the end. Now we are ...
by TheStorm
Wed Dec 31, 2003 9:31 am
Forum: Mapping
Topic: Detail brushes... ?
Replies: 6
Views: 314

Take a look at this...might help!
by TheStorm
Tue Oct 28, 2003 7:17 am
Forum: Mapping
Topic: missing faces in maps
Replies: 6
Views: 285

Missing faces can be the result if a brush isn't completly aligned to the grid. Select the brush in mohradiant and then "snap points to grid".

Make sure you have gridsize 1 selected (before you do this), it will snap the points to the gridsize you are using.
by TheStorm
Sun Oct 19, 2003 2:05 pm
Forum: Mapping
Topic: Light Emitting Textures
Replies: 5
Views: 299

You can change the light that a texture is emitting by editing the shader but as tltrude said, that won't change the texture itself. Would look strange if a texture with blue surface is emitting a red light. But you can always edit a texture to. Just copy the texture and edit it and save it with a ...
by TheStorm
Fri Oct 17, 2003 7:54 pm
Forum: Mapping
Topic: triggering a fan
Replies: 5
Views: 308

Give it a different target name and then just add it to the script

$myfan rotatey local.i
$myfan1 rotatex local.i
by TheStorm
Fri Oct 17, 2003 6:56 am
Forum: Mapping
Topic: triggering a fan
Replies: 5
Views: 308

If you want to turn it off and on use a trigger_use, place the trigger where you want the player to press use....maybe where the pilot are supposed to sit. Give the trigger key/value setthread/mythread and key/value targetname/yourtriggername

Then some where in the begining of your level scr file ...
by TheStorm
Thu Oct 16, 2003 6:03 am
Forum: Mapping
Topic: Breakthrough...
Replies: 9
Views: 413

You can get mohradiant to load BT stuff by setting the custom directory in project settings. I think it's named "moddir" in the dialogue box. If you set that then I think it will load it in to mohradiant.

If not you can always copy the pk3 files from BT and rename them and put them in your main ...
by TheStorm
Wed Oct 15, 2003 10:37 am
Forum: Mapping
Topic: TDM and OBJ both
Replies: 9
Views: 259

I don't see this as a problem!!

If you start including txt files telling people to copy and past the bsp then you will get trouble!
by TheStorm
Tue Oct 14, 2003 5:43 pm
Forum: Mapping
Topic: Breakthrough...
Replies: 9
Views: 413

Right, does anyone know if there will be a BT version of Radiant?

Don't think so! Mohradiant can load everything from BT and the maps (BSP) is the same version as SH

Mohradiant is not the problem, if you set it up correctly you can map using BT stuff. When you compile you must make sure that the ...
by TheStorm
Thu Oct 09, 2003 10:24 am
Forum: Mapping
Topic: final compile again
Replies: 8
Views: 341

MAX_SURFACE - Error fixed. Thank you

compiled without -fulldetail and -final and it looked good.......

Hmm! A good thing that you didn't use -fulldetail. If you set that option for for BSP then all brushes will be treated as structural even if you have made them detail!

The name -fulldetail can ...
by TheStorm
Tue Oct 07, 2003 11:58 am
Forum: Mapping
Topic: Faster compling ?
Replies: 9
Views: 342

CorporalPunishment wrote: For my large open map manual VIS was the only option.
However the compile times didn't get respectable until I added a worldspawn variable "vis_derived" as 1. The BSP compile went from 6.5 days to under 3 minutes.
6.5 days on fast vis.....you must be kidding!!
by TheStorm
Mon Oct 06, 2003 4:17 pm
Forum: Mapping
Topic: Faster compling ?
Replies: 9
Views: 342

This is an endless discussion, lol!!

VIS_leafgroups work with fast VIS too (it's a kind of manual shut down of areas), this means that if you have used VIS_leafgroups in the entire map and planed for it then you don't have to do a full vis, that would be overkill!!

Placing VIS leafgroups in an ...
by TheStorm
Mon Oct 06, 2003 10:35 am
Forum: Mapping
Topic: Make a constant spin using func/rotating_door
Replies: 8
Views: 269

Re: Make a constant spin using func/rotating_door

Is it possible to make lets say a propeller spin constantly using the rotating_door function?

I'm a noob at this and I'm not familuar with scripting... :oops:

I made it spin when u hit the use key but that kinda sucks!

Thx again

Yes you can do exactly that!!
http://www.modtheater.com/forum ...
by TheStorm
Mon Oct 06, 2003 10:28 am
Forum: Mapping
Topic: Faster compling ?
Replies: 9
Views: 342

Fast VIS means that it will not calculate which portals that can see which, basically all portals can see each other. The reason you should run a normal vis and not fast vis is that you will get better fps, since it will calculate what a portal can see or not can see.

The reason you get the same ...