RaBID - TEXTURE zip updates

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Mr. YOur no fun
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RaBID - TEXTURE zip updates

Post by Mr. YOur no fun » Thu Jul 15, 2010 2:35 am

Sorry I have been not around but been concentrating on recording music. I have three zip from new or retextured maps and am adding a couple more. But am ready to send a few for you to set up the scripts for them if you are ready.

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Re: RaBID - TEXTURE zip updates

Post by Rab,d » Wed Jul 21, 2010 6:08 pm

It's good that i have less time than ever for DDay.
But, i can work on your stuff this weekend enough to make a diference. Send me the link.

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Re: RaBID - TEXTURE zip updates

Post by Mr. YOur no fun » Thu Jul 22, 2010 1:47 pm

Ok on Friday I can set it up and send you a pm link

The idea of using the beziers I am finding is not good in that they limit the map and they are not "bendable" enough. They produce great rolling terrain, but hacked up terrain is not good. And for some reason they often include you bush models even though I didn't put them there. Maybe for hills I suppose they are good like on the beach.

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Re: RaBID - TEXTURE zip updates

Post by Mr. YOur no fun » Sat Jul 24, 2010 2:52 pm

Rabid you have a PM

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Re: RaBID - TEXTURE zip updates

Post by Mr. YOur no fun » Sat Jul 31, 2010 7:13 pm

Any up date on those textures I setup for you?

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Re: RaBID - TEXTURE zip updates

Post by Mr. YOur no fun » Fri Aug 06, 2010 11:21 pm

Well. ok,. let me know if anything happens.

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Re: RaBID - TEXTURE zip updates

Post by Rab,d » Sat Aug 07, 2010 7:54 am

I've been hacking away at your map. I like it. The terrain you did is nice.
I got a skybox and fog working on it. I think it should just be a kill map. It's too big with the city and everything. Lags too much. The fog will allow us to use the _farplanedist to cull stuff that is far away, raising fps.
I'll package up what i have done and post it for you this weekend. I haven't messed with your textures yet.
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Re: RaBID - TEXTURE zip updates

Post by Mr. YOur no fun » Sat Aug 07, 2010 5:29 pm

Ok. I am not sure with the way I made the hill how to apply my techniques to make a big map, I don't even know if polys would knock down the r-speeds if I made them on top of the hill so as to have the town. Seems very different system.

I was going to make it so the three p boxes had to be exploded. There were also going to be barbwire around them so make it harder to get to. But as you understand this better I will go with it.

Have you worked out the landing craft yet?

Nice back ground, and I think this is better than the beach map I did a few years back.

There were I think 4 maps to look at. I know that is a lot but it will give variety if we have them and add a couple of yours.

A picky point, and I know the trees look great, but the Germans tried to chop them down for clear fields of fire. Might want to keep that in mind as you place them. Or not.

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Re: RaBID - TEXTURE zip updates

Post by Mr. YOur no fun » Sun Aug 08, 2010 12:21 am

By the way, I know there are a lot of textures, I don't expect or ask you do all of them. I was just providing you a lot to choose from so we can have them for a devo pack for others.

I also have a lot of sounds, if you want me to inventory them and then you can select the ones to add. If that would assist.

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Re: RaBID - TEXTURE zip updates

Post by Boons » Mon Oct 17, 2011 10:56 pm

Still have them? I would want more textures/sounds
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Re: RaBID - TEXTURE zip updates

Post by Mr. YOur no fun » Tue Nov 08, 2011 3:24 pm

I think I sent you the texture pack a few years back, the ones that Grimm and I went through. There were a few hundred in that.

Sound, man I have gigs of sounds.

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Re: RaBID - TEXTURE zip updates

Post by Mr. YOur no fun » Tue Nov 08, 2011 5:12 pm

Sorry Boon, I thought the message was from Rabid.

Rabid what happened with this map, did it ever get released?

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