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Re: Old Sakura Skin [message #323335 is a reply to message #322907] |
Sat, 22 March 2008 07:27 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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Thanks for the answers. Yeas, meant the beta skin.
Well, i'm just starting with gmax, but I learn quickly.
So, it is photoshop work, cuting out the beta stuff und paste onto the standard skin?
Or re-texture in gmax?
I'm not firm with this multitexture-tga-maps. No idea, how to texture something with a certain area of those multitexturemaps....?
And some more modding questions:
1. I'm looking for a AI-Airstrike-Script. I want a certain aircraft-model to make an strike on the enemy base, killing somebody and flying away. And the whole stuff awailable on PT-Icon.
2. I'm inserted beta-repairpads into my map. But the standard-repair-area doesnt repair all of my new inserted beta-vehicles?
3. I recompailed the beta-tiberium-silos. But it lost the reflections on the glas-windows and the inner light.... how to make this inner light in gmax?
[Updated on: Sat, 22 March 2008 07:34] Report message to a moderator
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Re: Old Sakura Skin [message #323343 is a reply to message #323335] |
Sat, 22 March 2008 08:05 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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Indeed there are two ways, either copy and paste the texture parts which is easy but might not give the best quality.
Or
Redo it in renx
AI-Airstrike is scripting work as far as I know it only has been done with the usage of a beacon ( ask reborn this )
Point one how did you insert the repairbays as terrain or as tile. The repairarea will only work with the repairpad buildingcontroller, or you make a scriptzone with a repairscript set only for the current team and rig a destroy script to the pad (so the zone will go away when the pad is destroyed)
I dont know about reflections, but you can add light as lightscape imported it is just in the leveledit tree than place it dubble click it and change your light (dont forget to render it)
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