Search found 172 matches

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Search found 172 matches Page 1 of 18
by fLUnKnhaXYU
Mon Sep 14, 2020 3:26 am
Forum: Show-off
Topic: myFunProject_01
Replies: 52
Views: 11466
The different texture did good , looks nice to me too . I agree with Bloodknight concerning the groundcover and things like forest objects on decals . It would make small cleared areas such as camp fires easier , some iten like a chest , small building , etc etc especially paths . Also , Ive made a ...
by fLUnKnhaXYU
Fri Sep 11, 2020 2:03 am
Forum: Torque Game Engine
Topic: New to this Site Not to the Old One. :D
Replies: 7
Views: 148
Hi, This is very entertaining . I will be looking forward to more .
epic dungeon crawlerness and where are the great B-movies ? Those werent just b movies they were panic inducing cult creating legendary greatness , uber-distinct art-form :)+
by fLUnKnhaXYU
Tue Sep 08, 2020 5:36 am
Forum: TorqueScript
Topic: programatically adjust soundemitter volume?
Replies: 2
Views: 1796
certainly no apology necessary and thank you for your time Steve .
by fLUnKnhaXYU
Tue Sep 08, 2020 5:34 am
Forum: Show-off
Topic: myFunProject_01
Replies: 52
Views: 11466
The little 4 side reference image That i grabbed off of google images says Sherman 1944 , that's all I can say . I guess that its about 80% finished , some details are not there yet . and Im going to re-do the tracks
Image
by fLUnKnhaXYU
Sun Sep 06, 2020 9:37 am
Forum: TorqueScript
Topic: LevelName.postfxpreset.cs is not loaded automatically
Replies: 4
Views: 326
I was a bit hesitant to post this because if some standard exists to activate the postfxpreset file , I do not know what it is . ok in the .mis file I add a property to "TheLevelInfo" which I call pfx , the value is the path to the postFXpreset file like this just examples- pfx = "./levels/postFXpre...
by fLUnKnhaXYU
Sat Sep 05, 2020 7:35 am
Forum: Show-off
Topic: myFunProject_01
Replies: 52
Views: 11466
thx and thx .
by fLUnKnhaXYU
Wed Sep 02, 2020 3:05 am
Forum: Show-off
Topic: myFunProject_01
Replies: 52
Views: 11466
hey all , I managed to use a ray cast from the player eye and fire the turret weapon to the spot , but still nothing with the turrets jerky turning interpolation . I'm also interested in keeping the ground cover off of the decal road . I made the tank and little green man and terrain heightmap , and...
by fLUnKnhaXYU
Sun Aug 23, 2020 5:34 am
Forum: Content
Topic: Repeatable method for preparing terrain detail textures?
Replies: 3
Views: 791
I dont really , just wondering if using color/colorBalance and saving the preset could be useful .
by fLUnKnhaXYU
Thu Jul 16, 2020 12:27 am
Forum: Show-off
Topic: myFunProject_01
Replies: 52
Views: 11466
Duion , Ive just upgraded to GIMP 2.10 which provides precision options one of which is 16 bit . And Yes , when i reduced the square size to 1 it was all blocky . I guess Ill take a big leap and install haloremover too . So as to not appear to take things for granted , Ive really wanted to use it
by fLUnKnhaXYU
Wed Jul 15, 2020 2:12 am
Forum: Show-off
Topic: myFunProject_01
Replies: 52
Views: 11466
this terrain is 2048 x64 square size and the line variance is less than 1/2 unit(meter) . I have seen the unsightly smoothing of which I think you are referring . Ghastly but , a few passes in gimps blurring function does ok , I think , seems I remember that it was quite blocky .. Check that in fact...
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Search found 172 matches Page 1 of 18