making a pit for water in your map
Moderator: Moderators
http://map.moh-central.net/t.php?id=16
You may be able to glean some info from there... I taught myself, so I dont really know where to find tuts for mesh
You may be able to glean some info from there... I taught myself, so I dont really know where to find tuts for mesh


patches are basically dynamic geometry with really bad collisions that can be easily recreated in such programs as gmax, they're nice but if you make a model in gmax and export it'll end up a lot easier to place/move and be a bit more official 
Moderator
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
for a more organic feel vary the banks. I just went fishing the other week and AFAIK the banks weren't a solid downward slope
make it gradual enough and put in little "spikes" or washout areas. not everywhere, just to break monotony.
Moderator
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
Thanks for the help, guys...
I was damn proud that I managed to put some patch mesh there at all! (Thanks to that great explanation somewhere above!!!). But, yeah, you're right, Lizard, I'm gonna change that.
I've already managed to handle that 'S' toolbarthingy (
) - I just don't find the suitable textures when I need 'em (sure, I always find them when it's too late...)
I was damn proud that I managed to put some patch mesh there at all! (Thanks to that great explanation somewhere above!!!). But, yeah, you're right, Lizard, I'm gonna change that.
I've already managed to handle that 'S' toolbarthingy (
surface properties... Btw, this doesn't always work, why not? (Sometimes there are no numbers and when you change it, the texture becomes downright ugly... Well, it doesn't really matter as I just change the texture when this happens
)
Yeah, I know how to search textures by keyword: the only problem is that sometimes I don't know the right one
(there's a list somewhere, I know). And, there are so many different textures - I haven't seen 'em all so far...
Btw, I just read a post by Diego in the General stuff section about COD etc and that textures in MOHAA are rather boring (I must admit that they have a tendency to look somewhat artificial). Is it a lot of work to make custom textures? (Maybe some different kinds of walls or grass stuff...)
Yeah, I know how to search textures by keyword: the only problem is that sometimes I don't know the right one
Btw, I just read a post by Diego in the General stuff section about COD etc and that textures in MOHAA are rather boring (I must admit that they have a tendency to look somewhat artificial). Is it a lot of work to make custom textures? (Maybe some different kinds of walls or grass stuff...)
here's the list:
-----------------------------------------------------------------------------------
Usage of texture:
wall - vertical wall textures, natural or man-made
floor - floor textures, either natural(ground) or man-made
ceiling - anything that was made to be used as a ceiling
roof - rooftop textures for buildings
door - any door texture, including gates
window - any window texture, including the window frames
sky - sky's....DUHHHHHH p
signs - anything that has verbage on it, posters, signs
road - road, paths and trails
pipe - pipe textures, valves for pipes, also includes wires
flat - anything that produces an even, non-bordered pattern in all directions
special - made for brush objects ONLY (i.e. crates, boxcars)
indoor - pictures, misc household items
trim - all trim, including ibeams, endcaps, etc...
masked - any texture that has alpha'd areas (like handrails, grates, etc...)
damaged - anything that's been damaged (has blast marks, burns, etc...)
utility - textures like nodraw, caulk, trigger, etc.... ONLY!
terrain - only put this on textures made specifically for the terrain system
panel - paneled type textures (like the library ones)
light - light emmiting textures
Material types:
metal - all types of metal
rusted - rusted, weathered metal
corrugated - corrugated materials
gravel - gravel textures
sand - sand textures
rock - naturally occuring rock formations (walls, floors, etc...)
stone - man-altered rocks like stone walls, cobblestone streets, also tile
brick - brick textures
concrete - concrete textures
wood - wood textured
plaster - plaster textures
carpet - carpet and cloth type textures
liquid - all liquids, including oceans, rivers, puddles, etc....
river - river textures, or other flowing water types
ocean - ocean textures
glass - glass textures
tudor - used in french/german towns with plaster sandwiched between wooden beams
natural - non man-made materials
dirt - all dirt textures, including transitional textures with dirt
grass - all grass texture, including transitional textures with grass
tree - textures relating to trees
bush - textures relating to bushes
folliage - vines, forest canopy, underbrush
snow - if the texture has any snow or ice on it
mud - if the texture is, or has mud on it
Level Reference: - meaning the texture was made for a particular mission
m1 - North Africa
m2 - D-Day, Normandy, Nebelwerfer
m3 - OSS mission in France, blow train rails, manor house
m4 - Brest France, Artillery missions, sniper hunt
m5 - snow forrest, snow town/train station, schmertzen
m6 - Hunt artillery, Ramagen
m7 - U-Boats in Norway
intro - opening cinematic
ending - ending cinematic
-----------------------------------------------------------------------------------
doing custom textures is a piece of cake, as long as u just do "normal" textures wihout alpha channels or other special shader effects which could become more tricky
Else, all u'd have to do is putting ur jpeg into a new folder, copy/paste the shader lines of a similar texture, adjust the file names and folder names and u're done.
The mohaa textures aren't brilliant, sure, many though make them even worse by using them in scale 1 which imho wasn't EA's intention. I have set texture scale in radiant's preferences to 0.5 and the results are, well, at least better
-----------------------------------------------------------------------------------
Usage of texture:
wall - vertical wall textures, natural or man-made
floor - floor textures, either natural(ground) or man-made
ceiling - anything that was made to be used as a ceiling
roof - rooftop textures for buildings
door - any door texture, including gates
window - any window texture, including the window frames
sky - sky's....DUHHHHHH p
signs - anything that has verbage on it, posters, signs
road - road, paths and trails
pipe - pipe textures, valves for pipes, also includes wires
flat - anything that produces an even, non-bordered pattern in all directions
special - made for brush objects ONLY (i.e. crates, boxcars)
indoor - pictures, misc household items
trim - all trim, including ibeams, endcaps, etc...
masked - any texture that has alpha'd areas (like handrails, grates, etc...)
damaged - anything that's been damaged (has blast marks, burns, etc...)
utility - textures like nodraw, caulk, trigger, etc.... ONLY!
terrain - only put this on textures made specifically for the terrain system
panel - paneled type textures (like the library ones)
light - light emmiting textures
Material types:
metal - all types of metal
rusted - rusted, weathered metal
corrugated - corrugated materials
gravel - gravel textures
sand - sand textures
rock - naturally occuring rock formations (walls, floors, etc...)
stone - man-altered rocks like stone walls, cobblestone streets, also tile
brick - brick textures
concrete - concrete textures
wood - wood textured
plaster - plaster textures
carpet - carpet and cloth type textures
liquid - all liquids, including oceans, rivers, puddles, etc....
river - river textures, or other flowing water types
ocean - ocean textures
glass - glass textures
tudor - used in french/german towns with plaster sandwiched between wooden beams
natural - non man-made materials
dirt - all dirt textures, including transitional textures with dirt
grass - all grass texture, including transitional textures with grass
tree - textures relating to trees
bush - textures relating to bushes
folliage - vines, forest canopy, underbrush
snow - if the texture has any snow or ice on it
mud - if the texture is, or has mud on it
Level Reference: - meaning the texture was made for a particular mission
m1 - North Africa
m2 - D-Day, Normandy, Nebelwerfer
m3 - OSS mission in France, blow train rails, manor house
m4 - Brest France, Artillery missions, sniper hunt
m5 - snow forrest, snow town/train station, schmertzen
m6 - Hunt artillery, Ramagen
m7 - U-Boats in Norway
intro - opening cinematic
ending - ending cinematic
-----------------------------------------------------------------------------------
doing custom textures is a piece of cake, as long as u just do "normal" textures wihout alpha channels or other special shader effects which could become more tricky
Else, all u'd have to do is putting ur jpeg into a new folder, copy/paste the shader lines of a similar texture, adjust the file names and folder names and u're done.
The mohaa textures aren't brilliant, sure, many though make them even worse by using them in scale 1 which imho wasn't EA's intention. I have set texture scale in radiant's preferences to 0.5 and the results are, well, at least better

