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Makina map
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@/\/G3L is Offline
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Default Makina map - 08-19-2004, 06:13 PM

I am starting to map. I am going to make a map for my new weapons. It will have a stealth feel to it. You will only be able to use my golden gun mod. It is a mod on the silenced pistol. sound fun. Post some ideas here.
  
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Default 08-19-2004, 06:30 PM

[img]http://www.trefl.com/1500piece/trfy6040a-2.jpg[/img] that would be cool but at night also if u had that mod where u can double jump so can be like a proper ninja would be cool
  
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Default 08-19-2004, 07:21 PM

hehe that would be fun. i can only do rooms now. kinda sad. but im getting better. any ideas on how to get the textures working. or is there a place where i can make a file path to it. or do i have to load them into radiant. would not haveing mohaa on the computer or mbuilder cause some problems. thanks.

imwithstupid:
  
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Default 08-19-2004, 08:52 PM

for custom mods you need to load them into radiant via creating your own texture.pk3 (script and textures)

folders:
  • mytextures.shader---------> scripts folder
    mytextures.tga/.jpg*-------->textures folder

*you can save your custom textures as .jpg and keep the directory as .tga
i.e. textures/mystreetsign.tga could actually be mystreetsign.jpg (just leave .tga in the script, radiant and mohaa will still read it )

also remember, any custom textures you use will have to be included in your final map .pk3 file, you'll just have to make a texture folder for them.

grab a shader from pak0.3.pk3 (central_europe is a great one) and try and match up the texture you're making with an allready existing texture (i.e. if you're making something that would be made of road material, find a line in the shader that points to a mohaa road)
  
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Default 08-19-2004, 09:29 PM

wow thanks. Thats a lot to take in so i will get to it after school. wallbash:
  
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Scorpion -]M15F1T[- is Offline
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Default 08-19-2004, 10:25 PM

[quote="@/\/G3L":de736]hehe that would be fun. i can only do rooms now. kinda sad. but im getting better. any ideas on how to get the textures working. or is there a place where i can make a file path to it. or do i have to load them into radiant. would not haveing mohaa on the computer or mbuilder cause some problems. thanks.

imwithstupid:[/quote:de736]

You have to have it installed mate so radiant can read the textures also mbuilder is the compiler and altho u dont "need" it i would say use it.

Scorp
  
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Default 08-19-2004, 10:27 PM

ok i will get another "copy" of MOH:AA. I will just burn it so it can be recognized by windows.
  
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Default 08-19-2004, 10:37 PM

it's not as hard as you think. i wanted a texture to make half of a four lane road with white parking lines along the sides so i made this textue........

[img]http://img.photobucket.com/albums/v73/hgto8g/MODS/street2lanelr.jpg[/img]



i took this section of script from central_europe.shader

[code:9417f]
textures/central_europe/earth_road_gen1dn
{
qer_keyword terrain
qer_keyword road
qer_keyword gravel
qer_keyword dirt
surfaceparm dirt
{
clampmap textures/central_europe/earth_road_gen1dn.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}

[/code:9417f]

copied it to notepad and changed the lines

textures/central_europe/earth_road_gen1dn
and
textures/central_europe/earth_road_gen1dn.tga

to

textues/generic_city/4lanestreet1
and
textures/generic_city/4lanestreet1.tga

then saved it in my generic_city.shader file

i created a .pk3 with two folders; scripts & textures
inside textures i created a subfolder and called it generic_city and placed my 4lanestreet1.tga in there (it's actually a .jpg but mohaa will read it as a .tga)

you can put as many custom textures as you want in there, just make sure to match them up to a new line in your .shader script.
  
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Default 08-19-2004, 10:44 PM

yeah i cant script worth anything.
  
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