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Messages - DJYosh

Pages: 1 [2]
16
Mega Man Discussion / Re: ITT GIGA ROLL
« on: January 25, 2011, 10:01:22 PM »
Is this a post roll picture thread or something?


I don't have a problem with that or anything, but it's not a topic you see everyday.

17
Maps / Re: [TUTORIAL] Importing new textures into MM8BDM
« on: January 25, 2011, 01:13:26 AM »
Quote from: "CutmanMike"
Are those spaces I see in the lump names? Bad idea!
Is that it?
I thought I broke the files or something...


Thanks a lot.

Edit; It's fixed. The textures work!

I'll be submitting a wip map soon using these textures.
This was the one thing stopping me from submitting,

18
Maps / Re: [TUTORIAL] Importing new textures into MM8BDM
« on: January 24, 2011, 10:44:43 PM »
Me again, (Boy, I'm needy).

I've been trying to follow this guide.
I've saved the wad to a map, but it says I have no textures at all.

I probably screwed up the tiniest,
most obvious detail and am getting flustered over it.

Code: [Select]
texture BLOCK_1, 32, 32 // The NEW texture name is MAGTEST. It is going to be 32 units heigh and 32 units wide.
{
   XScale 0.5 // Used to tell Doom to scale the textures up, do not change!
   YScale 0.5 // Same as above
   Patch MAGNET9, 0, 0 // Put the image MAGNET9 at 0,0, which is the top left corner of the texture.
   WorldPanning // Something to do with offsets, I can't remember but KEEP IT
}

texture BLOCK_2, 32, 32 // The NEW texture name is MAGTEST. It is going to be 32 units heigh and 32 units wide.
{
   XScale 0.5 // Used to tell Doom to scale the textures up, do not change!
   YScale 0.5 // Same as above
   Patch BLOCK_2, 0, 0 // Put the image MAGNET9 at 0,0, which is the top left corner of the texture.
   WorldPanning // Something to do with offsets, I can't remember but KEEP IT
}

texture BLOCK_3, 32, 32 // The NEW texture name is MAGTEST. It is going to be 32 units heigh and 32 units wide.
{
   XScale 0.5 // Used to tell Doom to scale the textures up, do not change!
   YScale 0.5 // Same as above
   Patch BLOCK_3, 0, 0 // Put the image MAGNET9 at 0,0, which is the top left corner of the texture.
   WorldPanning // Something to do with offsets, I can't remember but KEEP IT
}

texture QUESTION, 32, 32 // The NEW texture name is MAGTEST. It is going to be 32 units heigh and 32 units wide.
{
   XScale 0.5 // Used to tell Doom to scale the textures up, do not change!
   YScale 0.5 // Same as above
   Patch QUESTION, 0, 0 // Put the image MAGNET9 at 0,0, which is the top left corner of the texture.
   WorldPanning // Something to do with offsets, I can't remember but KEEP IT
}

texture Bush, 32, 32 // The NEW texture name is MAGTEST. It is going to be 32 units heigh and 32 units wide.
{
   XScale 0.5 // Used to tell Doom to scale the textures up, do not change!
   YScale 0.5 // Same as above
   Patch Bush, 0, 0 // Put the image MAGNET9 at 0,0, which is the top left corner of the texture.
   WorldPanning // Something to do with offsets, I can't remember but KEEP IT
}




Any help here? After this, I'll try not to bother you guys again.

19
Maps / Re: [TUTORIAL] Importing new textures into MM8BDM
« on: January 24, 2011, 09:26:23 AM »
How would I import a static decoration?

Like, a bush or flowers or another thing that sits on one place for atmosphere.

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