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Author Message

 Forum: Level Editing & Modeling   Topic: Screenshots

 Post subject: Re: Screenshots
Posted: 05-02-2016 05:55 AM 

Replies: 7346
Views: 2438921


cityy wrote:

OMG... Id never take notice of this, thanks for the tip Cityy!
And THX to AEon too ;) :)

 Forum: Level Editing & Modeling   Topic: Screenshots

 Post subject: Re: Screenshots
Posted: 05-01-2016 04:53 AM 

Replies: 7346
Views: 2438921


Har... the link still seems to work to the AEcell template texture set. Nice...

 Forum: Level Editing & Modeling   Topic: Screenshots

 Post subject: Re: Screenshots
Posted: 05-01-2016 02:10 AM 

Replies: 7346
Views: 2438921


Do you know about AEcell Andy? viewtopic.php?f=10&t=41665&st=0&sk=t&sd=a&start=105

 Forum: Level Editing & Modeling   Topic: AEcell - Cell Texture Pack - beta2 d/l

Posted: 03-02-2015 01:48 AM 

Replies: 126
Views: 68186


 Forum: Level Editing & Modeling   Topic: a trip through my maps dir. 2008-present

Posted: 08-28-2012 02:32 PM 

Replies: 23
Views: 12994


 Forum: Level Editing & Modeling   Topic: 3 Simple Maps needed

 Post subject: Re: 3 Simple Maps needed
Posted: 08-23-2012 08:12 AM 

Replies: 11
Views: 5543


AEcell texture set to the rescue :D thanks aeon :up:

 Forum: Level Editing & Modeling   Topic: AEcell - Cell Texture Pack - beta2 d/l

Posted: 03-21-2011 09:47 AM 

Replies: 126
Views: 68186


Thank you for that, guess I was hoping for an easy button!

 Forum: Level Editing & Modeling   Topic: AEcell - Cell Texture Pack - beta2 d/l

Posted: 03-21-2011 09:32 AM 

Replies: 126
Views: 68186


rgbGen const ( R G B )

Takes normalized values for R G and B channels.

 Forum: Level Editing & Modeling   Topic: AEcell - Cell Texture Pack - beta2 d/l

Posted: 03-21-2011 08:59 AM 

Replies: 126
Views: 68186


How do you determine what value to use to change the color of the textures? Is there a website or program that can help?

 Forum: Level Editing & Modeling   Topic: AEcell - Cell Texture Pack - beta2 d/l

Posted: 11-29-2010 02:57 PM 

Replies: 126
Views: 68186


 Forum: Level Editing & Modeling   Topic: ct3ctf1 by cityy (RC)

 Post subject: Re: ct3ctf1 by cityy (BETA)
Posted: 09-13-2010 02:30 AM 

Replies: 68
Views: 22883


 Forum: Level Editing & Modeling   Topic: AEcell - Cell Texture Pack - beta2 d/l

Posted: 04-23-2010 08:09 AM 

Replies: 126
Views: 68186


this is a great thing you are doing for the community here AEon. Thanks for the texture set! I've just downloaded it and will be playing wit it for the alpha of my first map after some three years of being inactive.

 Forum: Level Editing & Modeling   Topic: AEcell - Cell Texture Pack - beta2 d/l

Posted: 03-03-2010 11:52 AM 

Replies: 126
Views: 68186


I'm not sure we're on the same page. The rgbGen const doesn't apply to the decals right? Why do you need them to be compatible for recoloring?

 Forum: Level Editing & Modeling   Topic: AEcell - Cell Texture Pack - beta2 d/l

Posted: 03-03-2010 06:11 AM 

Replies: 126
Views: 68186


As mentioned "coloring" would have to be "style different" instead... i.e. red base has another arrow style then blue base.

Please collect a few decals you liked, then post a screenshot of them here. That way I can "check" about inspiration.

 Forum: Level Editing & Modeling   Topic: AEcell - Cell Texture Pack - beta2 d/l

Posted: 03-03-2010 04:18 AM 

Replies: 126
Views: 68186


I was just thinking a flag marker and some red and blue directional arrows. I guess I could just as easily find arrows elsewhere now that I think about it, and I could just use an oversized weapon marker decal for the flag. Would be convenient to have your own set in there though.

 Forum: Level Editing & Modeling   Topic: AEcell - Cell Texture Pack - beta2 d/l

Posted: 03-02-2010 11:08 AM 

Replies: 126
Views: 68186


 Forum: Level Editing & Modeling   Topic: AEcell - Cell Texture Pack - beta2 d/l

Posted: 03-02-2010 09:21 AM 

Replies: 126
Views: 68186


Awesome thread!

 Forum: Level Editing & Modeling   Topic: AEcell - Cell Texture Pack - beta2 d/l

Posted: 03-01-2010 07:46 PM 

Replies: 126
Views: 68186


Hey, AEon, how about some CTF decals? You know, flag markers, red arrows, blue arrows - that kind of stuff would be handy.

-pat

 Forum: Level Editing & Modeling   Topic: jlctf4 "Heaven's Engines" -- alpha

Posted: 01-24-2010 06:44 PM 

Replies: 20
Views: 4923


Yup, pads/itemspawns/grates in the prototype are courtesy of AEcell. Very useful.

 Forum: Level Editing & Modeling   Topic: jlctf4 "Heaven's Engines" -- alpha

Posted: 01-24-2010 06:39 PM 

Replies: 20
Views: 4923


You seem to be using recolored AEcell textures... :)... and actually using the on-the-fly recoloring via shaders... nifty to see someone actually use that.

 Forum: Level Editing & Modeling   Topic: Q3ct4

 Post subject: Re: Q3ct4
Posted: 12-26-2009 10:26 AM 

Replies: 131
Views: 32473


 Forum: Level Editing & Modeling   Topic: Q3ct4

 Post subject: Re: Q3ct4
Posted: 12-21-2009 04:23 AM 

Replies: 131
Views: 32473


 Forum: Level Editing & Modeling   Topic: Q3ct4

 Post subject: Re: Q3ct4
Posted: 12-20-2009 10:31 AM 

Replies: 131
Views: 32473


 Forum: Level Editing & Modeling   Topic: AEmars - Mars Base (alpha)

Posted: 12-20-2009 08:28 AM 

Replies: 31
Views: 10566


 Forum: Level Editing & Modeling   Topic: Q3ct4

 Post subject: Re: Q3ct4
Posted: 12-15-2009 11:02 AM 

Replies: 131
Views: 32473


 Forum: Level Editing & Modeling   Topic: PHDM_C - Alpha 2

 Post subject: Re: PHDM_C - Alpha
Posted: 12-15-2009 09:13 AM 

Replies: 12
Views: 4254


 Forum: Level Editing & Modeling   Topic: AEcell - Cell Texture Pack - beta2 d/l

Posted: 12-13-2009 03:35 PM 

Replies: 126
Views: 68186


 Forum: Level Editing & Modeling   Topic: AEcell - Cell Texture Pack - beta2 d/l

Posted: 12-13-2009 03:10 PM 

Replies: 126
Views: 68186


 Forum: Level Editing & Modeling   Topic: PHDM_C - Alpha 2

 Post subject: Re: PHDM_C - Alpha
Posted: 12-12-2009 04:19 PM 

Replies: 12
Views: 4254


 Forum: Level Editing & Modeling   Topic: PHDM_C - Alpha 2

 Post subject: Re: PHDM_C - Alpha
Posted: 12-12-2009 02:09 PM 

Replies: 12
Views: 4254


 Forum: Level Editing & Modeling   Topic: Focal Point - Final

 Post subject: Re: Focal Point - Beta
Posted: 12-11-2009 01:47 PM 

Replies: 31
Views: 7158


 Forum: Level Editing & Modeling   Topic: Screenshots

 Post subject: Re: Screenshots
Posted: 12-10-2009 04:45 PM 

Replies: 7346
Views: 2438921


 Forum: Level Editing & Modeling   Topic: Q3ct4

 Post subject: Re: Q3ct4
Posted: 12-09-2009 03:49 PM 

Replies: 131
Views: 32473


 Forum: Level Editing & Modeling   Topic: AEcell - Cell Texture Pack - beta2 d/l

Posted: 12-06-2009 09:28 AM 

Replies: 126
Views: 68186


Well I always mark 25 and 50 healths, although you could probably skip shards, 5balls and ammo boxes.

 Forum: Level Editing & Modeling   Topic: AEcell - Cell Texture Pack - beta2 d/l

Posted: 12-06-2009 09:07 AM 

Replies: 126
Views: 68186


Pat,
never seen those actually marked in any map out there, same for ammo boxes, so I never created any.

Design: A filled "cross" (+) could be 50H and a outlined one 25H, no idea what the small 5H would look like though.
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