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modmaker91   Posted 8th May 2006 3:53am
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Post 265 / 407

Gee, thanks.

I tried both the "url=" and the "url" tags, and neither of them worked...

And in place of the "" I had the [], just for certian people who will probably have said something along the lines of:

"Duuuhhhh you were s'posed to use da [ and da ]. Retard!"

Let those who don't understand me, fear me. Let those who understand me, fear themselves.    
Predalienator_   Posted 30th May 2006 5:13am
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Post 911 / 1532

Here,s my map.Its for Red Storm it will be both sp and multi.

Its called Canyon Warfare.


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Assaultman67    Posted 30th May 2006 8:02am
Post 1200 / 4376
heres some of the pieces of crap ive been doing recently ...

A Russian Missle silo ...


A Typhoon class sub (equipped with warheads that move and can be armed and disarmed, which explains the keyframes and delays ) ...


and a ghost train that has a moving ground for players ... which i kind of abandoned .


oh, and i almost forgot ... a hologram technique ... it doesn't look impressive, but it is completely 3d, semi-transparent, and (theoretically) the player should be able to walk through! ... just add some base brushes, lights and particle emiters and Boom! a cool hologram. (i know i used an invisible texture ... but i can see it in-game ... don't worry ) If i can get it working just right, i plan on using it in a map ... BTW i hid some stuff to not give away how it works
   Modified May 30th, 09:28am by Assaultman67
Predalienator_   Posted 30th May 2006 8:41am
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Post 912 / 1532

It looks cool Assaultrifle.Nice work you got there.
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ExoStatic   Posted 30th May 2006 10:29am
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All the maps in here look great. Only suggestion I have is Pred, make the texture on the cliff/wall/canyon side thing tile a bit less. it's really obvious.
Back in RF... getting back into the swing of things!    
Predalienator_   Posted 30th May 2006 10:44am
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Post 914 / 1532

Quoting ExoStatic
All the maps in here look great. Only suggestion I have is Pred, make the texture on the cliff/wall/canyon side thing tile a bit less. it's really obvious.

Yeah i noticed that but its a pain to UV unwrap them but i,ll do it anyway
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modmaker91   Posted 30th May 2006 4:59pm
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Post 307 / 407

Hey Pred, just select all of the faces you want to scale down, go into UV unwrap, select every point and hit S+UPARROW. Have them all scale down without having the texture lines.
Let those who don't understand me, fear me. Let those who understand me, fear themselves.    
Predalienator_   Posted 31st May 2006 12:57am
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Post 918 / 1532

Thanks!I,ll try it right now.

I just tried it and it does wondersThanks man.
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 Modified May 31st, 01:20am by Predalienator_
modmaker91   Posted 31st May 2006 1:32pm
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Post 309 / 407

I remember texturing was a pain in the rear untill I tried that, no problem pred.

I'm making a replacement of the Glasshouse level. It's a big hilly plateau with a lake in the middle. I have a garage built into the cliffside with a jeep in it, and one of those underwater open-floor subbays (with a sub ). I'll post some screenies when I get home.
Let those who don't understand me, fear me. Let those who understand me, fear themselves.    
Ninja~   Posted 1st Jun 2006 8:55am
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Post 228 / 644

Quoting ModMaker96
Hey Pred, just select all of the faces you want to scale down, go into UV unwrap, select every point and hit S+UPARROW. Have them all scale down without having the texture lines.


you dont need to go into UV unwrap.

Just as long as your in Texture Mode simply select the faces you wish to rescale.

Hold S then press
UP to scale it smaller.. modmaker
DOWN to scale it bigger.. this is what you want pred
   Modified Jun 1st, 09:03am by Ninja~
Mostertman    Posted 1st Jun 2006 9:54am
Post 1160 / 2820
Allmost true Ninja, but some times the texures won't line up properly at the sides of different faces if you do it your way.
   
goober   Posted 1st Jun 2006 10:30am
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Post 2864 / 265

They never will, because the verts are being scaled individually, in UV Unwrap, all the verts in the faces selected are being scaled uniformly
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Ninja~   Posted 1st Jun 2006 11:53am
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Post 229 / 644

What I said was not false Mostertman it was completely true..

Quoting Mostertman
Allmost true Ninja, but some times the texures won't line up properly at the sides of different faces if you do it your way.


Perhaps you could show an example from this?

I have tested your theory on a 4x4x4 air brush, I selected 1 face and used UV unwrap, and on another face i used the method i mentioned in my above post.. and I get the exact same result.



Select desired faces, Apply, Apply Map, ( this makes all faces lined up and tiled perfectly in almost all situations.. ) Then hold S to scale them bigger or smaller, works a charm for me..

UV unwrap is just more precise texturing which is hardly ever necessary apart from special circumstances, Surely not for texturing something like what pred has...
   Modified Jun 1st, 12:12pm by Ninja~
Predalienator_   Posted 1st Jun 2006 12:36pm
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Post 932 / 1532

How do i make the sky move?

The tutorial in REDTECH didint help much..........
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Assaultman67    Posted 1st Jun 2006 1:33pm
Post 1210 / 4376
in what way ... do you want it to rotate? or to fly by with a scrolling texture?

ive tried both ... both only seem useful if you were doing a map in space ... or some completely weird map .

(ive tried to maake the sky rotate as if time was passing by but this didn't work very good ... also you cant find textures for something like that.
   
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