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  • [[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) - 22:35, 19 October 2008
  • =Creating water in Radiant= [[Image:Regular Water.jpg|350px]]
    2 KB (344 words) - 11:39, 12 December 2008
  • {{Note|This tutorial will explain '''How To Make Your Own Custom Water Texture'''}} Dynamic Water not covered.
    4 KB (785 words) - 11:42, 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) - 09:50, 5 February 2017

Page text matches

  • === Water === | align='center' | [[Image:water.jpg|center]]
    19 KB (3,058 words) - 10:53, 25 December 2011
  • ..." flags <br>"high town" flags <br>"low town" flags <br>"stream" flags <br>"water" flags </code>
    18 KB (2,604 words) - 13:37, 14 July 2012
  • ...realistic shadows) and a specular colour map (used to make it shine, as if water is on the texture). Open the [[Call_of_Duty_4:_Assets_Manager|assets manage
    6 KB (988 words) - 19:04, 22 February 2012
  • [[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) - 16:48, 24 October 2016
  • [[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) - 22:35, 19 October 2008
  • ...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) - 17:28, 25 November 2008
  • * [[Call of Duty 4: Water|Using Water]]
    8 KB (1,158 words) - 22:51, 26 November 2015
  • * [[Call of Duty 5: Water|Using Water]] ** [[Call of Duty 5: Custom Water Textures |Create Custom Water Textures]]
    8 KB (1,148 words) - 08:45, 28 February 2018
  • * Water Cooler (less overheat on tank machine guns)
    4 KB (580 words) - 09:25, 5 August 2010
  • =Creating water in Radiant= [[Image:Regular Water.jpg|350px]]
    2 KB (344 words) - 11:39, 12 December 2008
  • ...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 (883 words) - 23:39, 17 February 2014
  • *Water Cooler - Decreases turret overheat.
    6 KB (885 words) - 11:36, 11 November 2008
  • ...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) - 12:10, 16 December 2010
  • code_post_gfx_mp, flamethrower, vehicle, and water CSV files.
    26 KB (4,657 words) - 12:18, 24 February 2012
  • include,water
    4 KB (724 words) - 15:35, 25 July 2009
  • ...a from each face - 6; and reproduce those visible area in reflections like Water, Decals, Weapon Scopes etc.
    2 KB (262 words) - 21:16, 10 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) - 14:33, 16 May 2016
  • animscripts\utility::setFootstepEffect( "water", LoadFx( "bio/player/fx_footstep_water" ) );
    21 KB (3,355 words) - 16:36, 31 December 2008
  • animscripts\utility::setFootstepEffect( "water", LoadFx( "bio/player/fx_footstep_water" ) );
    17 KB (2,781 words) - 12:03, 23 June 2010
  • ...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) - 20:28, 2 September 2015

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