setshader pulseglowworld
setshaderparam glowcolor 0.1 1 0.1
setshaderparam pulsecolor 0 0 0
texture c "particles/shockball.png" 0 0 0 1
texalpha 0.01
texscroll 10 10
texture g "particles/shockball.png"
greaserpirate {l Wrote}:The one-way cubes I got from Quadropolis; not sure where exactly, but I've had them in a sketch map for ages.
Ulukai {l Wrote}:I don't know if many players use radarstyle 3, I never tried it. Well, I'm glad it has a reason why you did it but it looks kinda weird when wlying over the map. Dunno if you can get so high with a jetpack, will try.
Ulukai {l Wrote}:I would also like that the map looks good in spectator mode, if there is a better way to fix the radar issue, it would be worth it.
The texture you included is not the one that is missing (I have the missing texture issue too). I used RE 1.3.1 to test the map. We can't see the striped texture you used on the wooden boards that hang over the cliff sides, on which you can wallrun (see the screenshot in your first post, at the utter left). It doesn't happen to be one of these, which I have found in the changelog of RE 1.3.1:
Removed kitchen and kitchen1 textures from trak4 (unused)
Ulukai {l Wrote}:The texture you included is not the one that is missing (I have the missing texture issue too). I used RE 1.3.1 to test the map. We can't see the striped texture you used on the wooden boards that hang over the cliff sides, on which you can wallrun (see the screenshot in your first post, at the utter left). It doesn't happen to be one of these, which I have found in the changelog of RE 1.3.1
showentmodels 2
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