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  • =Creating water in Radiant= [[Image:Regular Water.jpg|350px]] ...
    2 KB (344 words) - 14:39, 12 December 2008
  • [[Category:Water]] ...ll.png]] In this tutorial we will explain how to create a simple pond with water sound when player is inside and moving. ...
    2 KB (361 words) - 15:05, 27 December 2023
  • {{Note|This tutorial will explain '''How To Make Your Own Custom Water Texture'''}} Dynamic Water not covered. ...
    4 KB (785 words) - 14:42, 3 November 2010
  • //Water Riser ...ou need to add the following kvp to the riser structs that you have in the water. ...
    3 KB (375 words) - 12:50, 5 February 2017

Page text matches

  • =Creating water in Radiant= [[Image:Regular Water.jpg|350px]] ...
    2 KB (344 words) - 14:39, 12 December 2008
  • [[Category:Water]] ...ll.png]] In this tutorial we will explain how to create a simple pond with water sound when player is inside and moving. ...
    2 KB (361 words) - 15:05, 27 December 2023
  • {{Note|This tutorial will explain '''How To Make Your Own Custom Water Texture'''}} Dynamic Water not covered. ...
    4 KB (785 words) - 14:42, 3 November 2010
  • //Water Riser ...ou need to add the following kvp to the riser structs that you have in the water. ...
    3 KB (375 words) - 12:50, 5 February 2017
  • ...evels for either doing a smooth transition between two textures on or make water and other _blend texture more ''transparent'' ==Same, on Water== ...
    3 KB (446 words) - 23:28, 2 September 2015
  • ...ipt/struct. Now place this at the top of your waterfall where you want the water to start from. Deselect it, then select it again (origin coord does not upd level._effect["waterfall"] = loadfx("env/water/fx_wtrfall_md"); ...
    3 KB (545 words) - 07:43, 21 January 2009
  • ...png]] This tutorial will explain how to add Pipes which emit an FX (Steam, water or fire) when shoot at. ...ive it a <font color="blue">'''script_noteworthy''' of either ''steam'', ''water'', or ''fire''</font>. ...
    2 KB (400 words) - 15:10, 16 December 2010
  • ...s are a bit descriptive about what they do. ''Clip no sight...Metal, Rock, water, nothing'', etc. Depending of the the model or the non coliding object you ...
    1 KB (242 words) - 20:28, 25 November 2008
  • [[Image:Nutshell.png]] This tutorial shows how to create 'bobbing' models in water to give a floating movement impression. I got the script from a COD2 tutori ...dels how we want them with their top surface slightly (2/3 units) over the water patch. ...
    2 KB (354 words) - 19:48, 24 October 2016
  • === Water & Alpha === ...
    3 KB (372 words) - 01:54, 28 December 2023
  • *[[Call of Duty bo3: ZM Water Risers|Adding Water Risers]] ...
    2 KB (380 words) - 00:33, 8 April 2020
  • ...a from each face - 6; and reproduce those visible area in reflections like Water, Decals, Weapon Scopes etc. ...
    2 KB (262 words) - 00:16, 11 July 2009
  • water/fx_water_bubbles_trail_child_sm water/fx_water_impact_object_lg ...
    16 KB (2,846 words) - 05:18, 8 February 2018
  • * [[Call of Duty 5: Water|Using Water]] ** [[Call of Duty 5: Custom Water Textures |Create Custom Water Textures]] ...
    8 KB (1,121 words) - 14:58, 27 December 2023
  • == Water == | align='center' | [[Image:water.jpg|center]] ...
    19 KB (3,085 words) - 14:35, 15 July 2010
  • ...mp, flamethrower, mp_vehicle_fx, nazi_zombie_asylum, vehicles_drivable_mp, water, and zombiemode CSV files. <LI>code_post_gfx_mp, flamethrower, vehicle, and water CSV files. ...
    6 KB (882 words) - 02:39, 18 February 2014
  • include,water ...
    4 KB (720 words) - 18:35, 25 July 2009
  • ...s are a bit descriptive about what they do. ''Clip no sight...Metal, Rock, water, nothing'', etc. Depending of the the model or the non coliding object you ...
    2 KB (389 words) - 17:33, 16 May 2016
  • * [[Call of Duty 4: Water|Using Water]] ...
    7 KB (1,047 words) - 14:57, 27 December 2023
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