awsomeness
i tried it but got an error, probably because i didnt extract it all from the zip, i was extremely tierd at the time i had been awake for about 20 something hours and havnt got round to trying it again, i will give it another shot and see if i can get tiw working again soon.
yep you ...
Search found 75 matches
- Mon May 14, 2007 12:54 am
- Forum: Level Design & Entity Usage
- Topic: RF PAD!!
- Replies: 9
- Views: 3126
- Sat May 12, 2007 5:33 am
- Forum: Level Design & Entity Usage
- Topic: RF PAD!!
- Replies: 9
- Views: 3126
- Sat May 12, 2007 3:12 am
- Forum: Level Design & Entity Usage
- Topic: RF PAD!!
- Replies: 9
- Views: 3126
- Fri May 11, 2007 7:03 am
- Forum: Level Design & Entity Usage
- Topic: RF PAD!!
- Replies: 9
- Views: 3126
RF PAD!!
Introducing RF PAD
tools required:milkshape
purpose: quickly design levels
Quick how to:
(note help is incomplete at the current time, it was getting boring, and i figured you might find the actual program useful)
design the floor plan of your level, by right clicking you access the menu, from ...
tools required:milkshape
purpose: quickly design levels
Quick how to:
(note help is incomplete at the current time, it was getting boring, and i figured you might find the actual program useful)
design the floor plan of your level, by right clicking you access the menu, from ...
- Mon May 07, 2007 3:42 am
- Forum: Level Design & Entity Usage
- Topic: probs with the static mesh
- Replies: 4
- Views: 1098
- Sun May 06, 2007 8:30 am
- Forum: Level Design & Entity Usage
- Topic: probs with the static mesh
- Replies: 4
- Views: 1098
probs with the static mesh
any way i can fix static mesh's collision checking and lighting?
- Wed Apr 18, 2007 4:56 am
- Forum: RF Scripting
- Topic: little help w/ the source plez
- Replies: 3
- Views: 1112
- Wed Apr 18, 2007 3:42 am
- Forum: RF Scripting
- Topic: target low level by number idea
- Replies: 8
- Views: 1756
oo indifference
also visible is spelled wrong
also visible is spelled wrong
Code: Select all
if(IsEntityVsible("foe_" # enemynumber)) - Wed Apr 18, 2007 3:36 am
- Forum: RF Scripting
- Topic: little help w/ the source plez
- Replies: 3
- Views: 1112
- Wed Apr 18, 2007 2:58 am
- Forum: RF Scripting
- Topic: little help w/ the source plez
- Replies: 3
- Views: 1112
little help w/ the source plez
ok so im a quick learner when it comes to programming, but vc++ is giving me a little trouble, Id like to edit the Echaos entity. could someone walk me through this segment because im fairly sure that this is where i need to be
pTex->YOffset += (geFloat)pTex->YStep * dwTicks;//(dwTicks*0.001f ...
pTex->YOffset += (geFloat)pTex->YStep * dwTicks;//(dwTicks*0.001f ...
- Sun Nov 26, 2006 8:10 am
- Forum: Programming
- Topic: community attempt at multiplayer
- Replies: 129
- Views: 96263
- Fri Nov 24, 2006 6:41 am
- Forum: Modelers Corner
- Topic: Putting different skins onto Virgil
- Replies: 3
- Views: 1354
- Fri Nov 24, 2006 2:39 am
- Forum: Modelers Corner
- Topic: transparency
- Replies: 2
- Views: 952
- Thu Nov 23, 2006 3:51 am
- Forum: Modelers Corner
- Topic: transparency
- Replies: 2
- Views: 952
transparency
ill keep it short, how do i do the transparency on a models textures? i tried the 255,0,254 thing, but it yields nothing but pink, if alpha maps would work, id like to know how to do it, im very very short on time, and i need an answer soon
- Thu Nov 16, 2006 3:47 am
- Forum: Modelers Corner
- Topic: been a long time since i did this
- Replies: 0
- Views: 754
been a long time since i did this
Astudio gives me this
ERROR: Material 1, unable to set color keying (transparent color) to (255,0,254) for bitmap 'C:\RealityFactory\tools/gun.bmp'
ERROR: Could not add material 1 ('skin2') to body.
Warning: Unable to add extra material 0 ('(MAP) skin2: gun.bmp')
texture is 512x512 and is 256 ...
ERROR: Material 1, unable to set color keying (transparent color) to (255,0,254) for bitmap 'C:\RealityFactory\tools/gun.bmp'
ERROR: Could not add material 1 ('skin2') to body.
Warning: Unable to add extra material 0 ('(MAP) skin2: gun.bmp')
texture is 512x512 and is 256 ...