shiver
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Posts posted by shiver
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coconuts are a little out of my league... I'm just a dumb noob.

maybe in another year or so I'll figure out how to make one.
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yeah, wait to see my new ... hey , wait , what new map? You meanthe airfield from clear & present danger ? that's kinda old, well , ok, I guess
it will be new to everyone who hasn't seen it yet.
thanks hartog , glad the tree tut has been of help to you.
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Shiver has made some stunning textures for his map which i was meant to be doing. Nice one Shiver!
thanks chems, glad you liked it. If you're ever interested in learning how I did it, just let me know, I'll show ya.
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lol! Rocky, I got it to work finally. Nice job. Very entertaining.

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tried to watch that movie rocky but I couldn't seem to dl the avi.
I always seem to have problems dl'ing stuff from file planet.. don't know why.
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If you want the whole texture to be one texture file then you're going to have to create
a new texture. That would be the easiest thing to do.
I think what you want to do is just paint over areas where you decided to have something
different like dirt. In 3dsm 4 you can't do that. I don't know about newer versions.. I think
in r6 you might be able to do that.
THe way I suggested earlier, by selecting those polys that you want to change textures on
and applying the textures to them.. that has it's limitations. You're restricted to the shape
of the polys. So maybe that's why you don't wanna do it that way. The only way to get around
that would be to create a new object in the shape of the area you want to retexture and that would be more work.
Wouldn't it be nice if you could just spray textures onto your objects like you're painting
a picture?
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nice work chems... very nice. makes me glad to be working w/ you.
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Just select the polys that you want the texture applied to and apply the texture.
It might be better though fixing the texture in ps and re-applying it.
Because if you want shading from trees or any other objects, it will require more than
1 dark map depending on how many times you apply new textures to areas.
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you can also get a quick count on selected objects by pressing "Q".
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CAVES
hey, I found a good way to make caves. Draw a spline for the path of the cave
and then use a 2nd object like a circle to loft a cylinder that follows the path of the cave.
Then you can use the scale button under the loft rollout to have the tunnel taper down
towards the end.
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Feelin a bit ill latly, but the map is coming along and I watched the movie again so I got some more inspiration. Hopefully I can get going again.
don't go pushing yourself too hard. sometimes it's good to take a little break once in a while.
nothin wrong with taking a rest now and then. thank god the weekend is here again, I'm hoping
to get a lot done.. we'll see.
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Someone's chompin at the bit...

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thanks deleyt

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Holy #@%*! lol! that looks freakin awesome!
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looking good, liked the death animation.

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he's looking good chems.. nice job.

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hey man,
Like your sig.

Scroll down about 1/3 of the way to sleeper's post.
http://forums.theplatoon.com/topic.asp?TOP...826&whichpage=5
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sounds good chems, and thanks Mcnamee.
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shiver, what's the size of the map? Large I hope.

yeah...it's 400x400.
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Nice work Shiver.
Thanks Lancer.. it's getting there. -
My 2ps worth on this map,the grass looks a bit too bright,too green.
Can it be toned down a tad!?
yeah, the ground texture is going to look a little different from what it is now.
Chems is working on that for me. He posted screen shots on the previous page.
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thanks SC,
I think I may have found out why that one particular weed texture looked odd.
The texture size was a bit small... I found another of the same weed but larger
and it seems to have made a difference. Here's one more screen shot.

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testing out some small vegetation...those weeds in the forefront don't look right for some
reason.

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i believe the answer your last question is yes. And I think it tells you that in the pdf.
Starship Troopers Mod
in GR - General Mod Topics
Posted
what are nappies?