Warhammer Mod
Started by
clockout1
, Jan 31 2010 06:14 PM
104 replies to this topic
#41
Posted 22 February 2010 - 01:58 AM
@L33Nexus: Modding alone is not nearly as glorious as it may sound. If you fail at something, there's no one else to dump the work on XD
#42
Posted 22 February 2010 - 02:11 AM
PROBLEM! I have created a normal map in GIMP but the object still shows black in game. Heres a screen of the normal map.
Problem #2: How?
Problem #2: How?
Attached Files
#43
Posted 22 February 2010 - 02:15 AM
Might need to adjust the normal map...make it brighter or what-not.PROBLEM! I have created a normal map in GIMP but the object still shows black in game. Heres a screen of the normal map.
#44
Posted 22 February 2010 - 02:42 AM
Got another idea.
On one of the instances where you're teleported to a black corridor, at the end (on the wall) is a message written in blood saying "leave us alone". After a few seconds, you return to the normal tileset.
On one of the instances where you're teleported to a black corridor, at the end (on the wall) is a message written in blood saying "leave us alone". After a few seconds, you return to the normal tileset.
#45
Posted 22 February 2010 - 02:55 AM
OK, first of all know that your maps have to be a power of two
32
64
128
256
512
1024
If you still keep having problems with the N map call on me
32
64
128
256
512
1024
If you still keep having problems with the N map call on me
#46
Posted 22 February 2010 - 04:09 AM
Creepy..tell me there are no spiders in this mod...Got another idea.
On one of the instances where you're teleported to a black corridor, at the end (on the wall) is a message written in blood saying "leave us alone". After a few seconds, you return to the normal tileset.
#47
Posted 22 February 2010 - 09:02 AM
i have another scary idea. If you have some bigger corridor like 50 meters long so that you can see the other end but still far enough to not be seen by any creature. There you could put 2 or 3 zombies that randomly run away (maybe screaming) and then they somehow disappear so you don't acctualy encounter them later. Something similar was made in the Blind mince mod (i think the name's something like this)
and i scared the S*** out of me! A realy cool atmosferic scary thing.
and i scared the S*** out of me! A realy cool atmosferic scary thing.
#48
Posted 22 February 2010 - 07:28 PM
Hmm. Although the original, non re-textured object appears white in NifSkope, so does the black re-textured one. I honestly don't get it.
EDIT: Yes, I have configured the texture path and successfully seen a texture rendered in NifSkope.
EDIT: Yes, I have configured the texture path and successfully seen a texture rendered in NifSkope.
#49
Posted 22 February 2010 - 10:58 PM
So did you figure it out? If not i can take a look...Hmm. Although the original, non re-textured object appears white in NifSkope, so does the black re-textured one. I honestly don't get it.
EDIT: Yes, I have configured the texture path and successfully seen a texture rendered in NifSkope.
#50
Posted 23 February 2010 - 12:28 AM
That would be a big now Shadowace. I have absolutely no idea what is wrong with it. BTW, is there a way to upload files straight into the reply? Because if there is I could just give you the mesh, texture, and normal map.



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