Amaster
Deceased-
Content count
3692 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by Amaster
-
Heya players, this is Amaster doing my very first /newstuff guest reviews. I can feel the power! Just my luck that there were a large number of wads to plow through. Fortunately I had Hobbs to help me out with a couple of large submissions that I wouldn't have been able to get done otherwise. Will this mark the beginning of a regular review schedule for me? I sure as hell hope not! The ArchVile Temple - Logan MTM Boom Compatible - SP/DM - 1188 KB - This short, cramped map claims to work in all Boom-compatible ports, however this is not 100% true. It's clear that the map was compiled with an older version of zdbsp and only tested in ZDoom, as there are numerous misalignments that appear in PRBoom 2.02 and Eternity. Everything else seems to work out though. The architecture is moderately detailed and overall pleasing, though I hope you like brown because that's about the only color you'll be seeing. Architecture interferes with movement occasionally but I think that's intentional. Despite the abundant health and ammo, players will find themselves challenged more by the tight spaces than by the enemies themselves. Give it a whirl if you like close-quarters, frantic fights. 1024 - alterworldruler ZDoom Compatible - Solo Play - 43 KB - Ok seriously guys. If you're going to call a map "Boom-compatible", try actually testing it in something like PRBoom. This map will not work outside of a ZDoom-based port because it uses ZDoom's flat/texture mixing ability. So it will crash with a missing flats error anywhere else. As the title suggest, it's a map inspired by the 1024 project, so it's pretty short. It's also exceedingly easy. You'll mostly be facing off against zombiemen, with a couple of imps and a demon thrown in. Texturing and architecture are poor (BRICKLIT should never tile vertically). Pass on this one. Ancient Battlegrounds - DJShrimpy Skulltag - Deathmatch - 646 KB - Huge and hideous. With the exception of maps 1 and 7, it's just gigantic arenas basically. Plasma is abundant. Something some players may dislike. Due to the large sizes, you'd probably need at least 6 people to have a good time. Definitely not suitable for 1 on 1. Burning Fane - Vasek ZDoom - Solo Play - 127 KB - Another 1024-style map. This one looks pretty good and plays all right. As you would expect, it's very short. But it is sweet. My only complaint is that things are really easy up until the very end, and it's a copy/paste-fest. Check it out for some quick fun. The Challenge - Jacob doom.exe - Solo Play - 42 KB According to the text file, this is one of ellmo's first wads. But despite that, it's not totally horrid. Texturing could have been more coherent, instead of covering almost every theme there is, and there's no detailing to speak of, but it actually plays all right. One of the traps managed to catch me off guard which is hard to do these days. Ammo is tight and the enemies are abundant early on so lesser-skilled doomers may want to play this on skill 3. Not *too* bad for an early work. Hard Attack - Morbid DooMer Limit Removing - SP/DM - 244 KB - I really enjoyed this maps interconnectivity and sense of openness and nonlinearity. Detailing is modest but effective. You'll find yourself moving back and forth through the maps "main areas" without feeling aimless or bored. Enemy placement could have been a tad better, since infighting tends to occur. It's not very long but it's a good show. Demon Eclipse: Episodes 1 and 2 - Eric Ou (Eriance/Ezxariarch) GZDoom - SP/DM - 14468 KB - The following review was submitted by Hobbs: Where do I start. The new weapons and monsters, the looks, the gameplay, the atmosphere, the music, the, oh screw it. I guess I'll just start from the beginning. Demon Eclipse is the newest GZDoom was by Eriance/Exariarch. You probably know him for making sprites. He needs to stick to that, and never make levels again. This was the most painful dooming experience I have had lately. The new textures are easily the best part of this wad. They make sense, don't look like crap, and create a theme. The rest of it is just pure port loving, detail whoring crap. To start off there's a whole arsenal of new weapons, courtesy of DECORATE. I personally am not a fan of weapons mods, but hey, for wads that change everything else I was willing to give it a shot. I will know better next time. The weapons are really quite weak, so much so I think that they were inherited from Heretic. Theres quite a bit of stolen sounds there, I won't give examples, I'll just let you figure it out. Oh yeah, my personal favorite part, there is a weapon (slot 4 I believe) that makes wonderful squelching noises when its in the idle state. Totally unnecessary. Moving on to the counterpart of weapons... ...Monsters. I don't have quite as much to say about these. For the most part they seem quite horrible. For instance there is a floating recolored monster spawning cube that flies around shooting projectiles at you. While this might sound ok, they are used in horrible ways, do more to annoy you than actually hurt you, and seem to have an enormous amount of health (though this might be attributable to the weapons). Another fine example are wraithverge ghosts. Which again, are just annoying. Next subject. K now it's time to go into how absolutely beautiful this wad is. To be honest its not particularly beautiful, contrary to the popular (and quite true) (G)ZDoom megaproject stereotype. Although the wad has a coherent theme that works well, it looks quite blocky at times and in general does not present any bit of architecture that just wow'd me. Actually, the indoor areas look pretty good. Not anything really memorable, but still they look nice enough. The outdoor areas on the other hand just look so terrible. The use of height variation is awful. The fact that a slew of slopes, normally quite ugly themselves, would help out this WADs outdoor areas is a testament to its ugliness. Anyways... The gameplay is crap ranging from utterly boring to utterly retarded. That's all that needs to be said unless you want a novel about it. Oh and one more thing, the wad supposedly features new music. I cannot hear it no matter what I do. Doom-plus and Doom v1.91 hacks - Miguel Folatelli (aka myk) doom2.exe - n/a - 6 KB A pair of patches you can apply to version 1.9 of doom(2).exe, compiled into a single package by Myk: "The patch in PLUS incorporate's e6y's hacks to raise Doom's limits so that it can load large or complex levels, the one in LONGTICS loads the changes discovered by cph to enable v1.91 demos." Gamarra's story: Part III \ - Giulio Galassi ZDoom - SP/DM - 87 KB - Crappy joke map with no effort put into it. One of those "so bad it's good" attempts, except it's got no kind of thought or creativity behind it. Requires ZDoom for some reason. Don't waste your time. Kastel of The Koebrah - Ruba doom.exe - Solo Play - 33 KB - After reading the text file, I can't tell if this is a joke map or not. Either way, don't bother. Map 31/32 textures mixed with normal Doom textures. Nazis and demons. You get the picture. Its only positive aspect is that it's really short and easy. Das Labor - Hannes Müller Limit Removing - SP/DM - 250 KB - If nuts.wad were toned down a bit and turned into something more playable, this would be it. I'll be honest and say that I played through this with IDDQD and IDKFA helping me. I was unable to find the exit though. I'm not sure if this level can be completed normally. Each area is jam packed with ludicrous numbers of enemies. I don't mean in the sense of Hell Revealed either. It's just a crazy mess of enemies separated by doors and teleporters. In the author's defense, I'll say that it's not visually abysmal and some attempts at interesting architecture were made. Play it if you liked nuts.wad. Megaaussie's Mega Deathmatch - Megaaussie Skulltag - Deathmatch - 354 KB - Awful. Map01 has terrible connectivity and few weapons. It's also got a pitch-black middle area connecting the two "arenas". Maps 2 and 3 have zero visibility and enough copy/pasted "architecture" to ensure that you have as much difficulty moving around as possible. All three maps are hideous. Avoid. The Newstuff Chroniclez - DU0 EDGE - Solo Play - 156 KB I was unable to review this because EDGE wouldn't run properly. No I'm not kidding. Yes it's kinda funny. Odamex - KillingMaster doom.exe - SP/DM - 29 KB Lame joke wad. This is not Odamex. Blood Rock - sitebender Boom Compatible - Solo Play - 53 KB One look at the file name will give you an idea of what you're in for. A hell themed map which is very, very red. It's also VERY difficult. Lots of monsters. Hardly any ammo. Expect to spend a lot of time running scared. Despite this, I had a pretty good time playing this one. The map is laid out so that you can slip by many enemies. A few parts are somewhat unfair though. Try it out if you like high difficulty. Status bar replacements - Daniel doom2.exe - n/a - 105 KB A large set of replacement status bars based on Doom textures. Give 'em a shot if you feel like spicing up that 13 year old HUD. Note that they all remove the little weapon/ammo counters, but not the large ammo counter on the left. Toxic Province - DJShrimpy Skulltag - Deathmatch - 562 KB Most of these maps are straight up arenas. The rest don't have great layouts and you will occasionally find dead ends. Some places will trap you for a period of time, which is never fun. Weapons and ammo are too readily available in some maps and nonexistent in others. Like the text file says, the theme is "toxic", so expect lots of slime, some of which may damage you. I didn't particularly enjoy that either. Visually it ranges from bland to painful. Overall there isn't anything very noteworthy about the maps. Give this wad a try if you need a new DM set to play. But if you never pick it up, you're not really missing anything. White 0 - Hyperdormant ZDoom - Solo Play - 118 KB The following review was provided by Hobbs I feel wads with a decent amount of effort put in deserve a decent review (scathing or not) and a few screens. I also feel wads that are total crap deserve nothing but a crap review. This is one of the latter type of wads. 26 levels of someone transferring one of their LSD trips into ZDoom. Truly epic. RL-PL-BFG-Upgrade - Karate Chris Skulltag - n/a - 57 KB Some graphics upgrades for the rocket launcher, BFG, and plasma rifle, as well as their respective projectiles. The changes are minor edits to the original Doom weapons. Not bad looking but not terribly interesting either. Try it if you like pink plasma. ZDoom Catch The Chicken v4.0 - Cutmanmike and HotWax doom.exe - Deathmatch - 404 KB A Catch the Chicken multiplayer mod for ZDoom. Players Attempt to grab the chicken, which spawns somewhere in the map, and then hold onto it for as long as possible to gain points. Supposedly it works on any map, and a test map is included. I had a hard time really testing this out with bots, but it looks like it could be fun. Lastly, sitebender has updated his Pandora's Box mod to fix a couple of issues. Check it out. Well, that was fun. I hope I didn't royally screw everything up. This whole thing has certainly been a learning experience and I've gained a lot more respect and understanding for what the regular reviewers have to go through. Props to Hobbs for helping out. Begin posting.... NOW!
-
Heya players, this is Amaster doing my very first /newstuff guest reviews. I can feel the power! Just my luck that there were a large number of wads to plow through. Fortunately I had Hobbs to help me out with a couple of large submissions that I wouldn't have been able to get done otherwise. Will this mark the beginning of a regular review schedule for me? I sure as hell hope not!The ArchVile Temple - Logan MTM Boom Compatible - SP/DM - 1188 KB - (img) (img) (img) This short, cramped map claims to work in all Boom-compatible ports, however this is not 100% true. It's clear that the map was compiled with an older version of zdbsp and only tested in ZDoom, as there are numerous misalignments that appear in PRBoom 2.02 and Eternity. Everything else seems to work out though. The architecture is moderately detailed and overall pleasing, though I hope you like brown because that's about the only color you'll be seeing. Architecture interferes with movement occasionally but I think that's intentional. Despite the abundant health and ammo, players will find themselves challenged more by the tight spaces than by the enemies themselves. Give it a whirl if you like close-quarters, frantic fights. 1024 - alterworldruler ZDoom Compatible - Solo Play - 43 KB - (img) Ok seriously guys. If you're going to call a map "Boom-compatible", try actually testing it in something like PRBoom. This map will not work outside of a ZDoom-based port because it uses ZDoom's flat/texture mixing ability. So it will crash with a missing flats error anywhere else. As the title suggest, it's a map inspired by the 1024 project, so it's pretty short. It's also exceedingly easy. You'll mostly be facing off against zombiemen, with a couple of imps and a demon thrown in. Texturing and architecture are poor (BRICKLIT should never tile vertically). Pass on this one. Ancient Battlegrounds - DJShrimpy Skulltag - Deathmatch - 646 KB - (img) (img) (img) Huge and hideous. With the exception of maps 1 and 7, it's just gigantic arenas basically. Plasma is abundant. Something some players may dislike. Due to the large sizes, you'd probably need at least 6 people to have a good time. Definitely not suitable for 1 on 1. Burning Fane - Vasek ZDoom - Solo Play - 127 KB - (img) Another 1024-style map. This one looks pretty good and plays all right. As you would expect, it's very short. But it is sweet. My only complaint is that things are really easy up until the very end, and it's a copy/paste-fest. Check it out for some quick fun. The Challenge - Jacob doom.exe - Solo Play - 42 KB According to the text file, this is one of ellmo's first wads. But despite that, it's not totally horrid. Texturing could have been more coherent, instead of covering almost every theme there is, and there's no detailing to speak of, but it actually plays all right. One of the traps managed to catch me off guard which is hard to do these days. Ammo is tight and the enemies are abundant early on so lesser-skilled doomers may want to play this on skill 3. Not *too* bad for an early work. Hard Attack - Morbid DooMer Limit Removing - SP/DM - 244 KB - (img) (img) I really enjoyed this maps interconnectivity and sense of openness and nonlinearity. Detailing is modest but effective. You'll find yourself moving back and forth through the maps "main areas" without feeling aimless or bored. Enemy placement could have been a tad better, since infighting tends to occur. It's not very long but it's a good show. Demon Eclipse: Episodes 1 and 2 - Eric Ou (Eriance/Ezxariarch) GZDoom - SP/DM - 14468 KB - (img) (img) (img) (img) The following review was submitted by Hobbs: Where do I start. The new weapons and monsters, the looks, the gameplay, the atmosphere, the music, the, oh screw it. I guess I'll just start from the beginning. Demon Eclipse is the newest GZDoom was by Eriance/Exariarch. You probably know him for making sprites. He needs to stick to that, and never make levels again. This was the most painful dooming experience I have had lately. The new textures are easily the best part of this wad. They make sense, don't look like crap, and create a theme. The rest of it is just pure port loving, detail whoring crap. To start off there's a whole arsenal of new weapons, courtesy of DECORATE. I personally am not a fan of weapons mods, but hey, for wads that change everything else I was willing to give it a shot. I will know better next time. The weapons are really quite weak, so much so I think that they were inherited from Heretic. Theres quite a bit of stolen sounds there, I won't give examples, I'll just let you figure it out. Oh yeah, my personal favorite part, there is a weapon (slot 4 I believe) that makes wonderful squelching noises when its in the idle state. Totally unnecessary. Moving on to the counterpart of weapons... ...Monsters. I don't have quite as much to say about these. For the most part they seem quite horrible. For instance there is a floating recolored monster spawning cube that flies around shooting projectiles at you. While this might sound ok, they are used in horrible ways, do more to annoy you than actually hurt you, and seem to have an enormous amount of health (though this might be attributable to the weapons). Another fine example are wraithverge ghosts. Which again, are just annoying. Next subject. K now it's time to go into how absolutely beautiful this wad is. To be honest its not particularly beautiful, contrary to the popular (and quite true) (G)ZDoom megaproject stereotype. Although the wad has a coherent theme that works well, it looks quite blocky at times and in general does not present any bit of architecture that just wow'd me. Actually, the indoor areas look pretty good. Not anything really memorable, but still they look nice enough. The outdoor areas on the other hand just look so terrible. The use of height variation is awful. The fact that a slew of slopes, normally quite ugly themselves, would help out this WADs outdoor areas is a testament to its ugliness. Anyways... The gameplay is crap ranging from utterly boring to utterly retarded. That's all that needs to be said unless you want a novel about it. Oh and one more thing, the wad supposedly features new music. I cannot hear it no matter what I do. Doom-plus and Doom v1.91 hacks - Miguel Folatelli (aka myk) doom2.exe - n/a - 6 KB A pair of patches you can apply to version 1.9 of doom(2).exe, compiled into a single package by Myk: "The patch in PLUS incorporate's e6y's hacks to raise Doom's limits so that it can load large or complex levels, the one in LONGTICS loads the changes discovered by cph to enable v1.91 demos." Gamarra's story: Part III \ - Giulio Galassi ZDoom - SP/DM - 87 KB - (img) (img) (img) Crappy joke map with no effort put into it. One of those "so bad it's good" attempts, except it's got no kind of thought or creativity behind it. Requires ZDoom for some reason. Don't waste your time. Kastel of The Koebrah - Ruba doom.exe - Solo Play - 33 KB - (img) (img) After reading the text file, I can't tell if this is a joke map or not. Either way, don't bother. Map 31/32 textures mixed with normal Doom textures. Nazis and demons. You get the picture. Its only positive aspect is that it's really short and easy. Das Labor - Hannes Müller Limit Removing - SP/DM - 250 KB - (img) (img) (img) (img) If nuts.wad were toned down a bit and turned into something more playable, this would be it. I'll be honest and say that I played through this with IDDQD and IDKFA helping me. I was unable to find the exit though. I'm not sure if this level can be completed normally. Each area is jam packed with ludicrous numbers of enemies. I don't mean in the sense of Hell Revealed either. It's just a crazy mess of enemies separated by doors and teleporters. In the author's defense, I'll say that it's not visually abysmal and some attempts at interesting architecture were made. Play it if you liked nuts.wad. Megaaussie's Mega Deathmatch - Megaaussie Skulltag - Deathmatch - 354 KB - (img) (img) (img) Awful. Map01 has terrible connectivity and few weapons. It's also got a pitch-black middle area connecting the two "arenas". Maps 2 and 3 have zero visibility and enough copy/pasted "architecture" to ensure that you have as much difficulty moving around as possible. All three maps are hideous. Avoid. The Newstuff Chroniclez - DU0 EDGE - Solo Play - 156 KB I was unable to review this because EDGE wouldn't run properly. No I'm not kidding. Yes it's kinda funny. Odamex - KillingMaster doom.exe - SP/DM - 29 KB Lame joke wad. This is not Odamex. Blood Rock - sitebender Boom Compatible - Solo Play - 53 KB One look at the file name will give you an idea of what you're in for. A hell themed map which is very, very red. It's also VERY difficult. Lots of monsters. Hardly any ammo. Expect to spend a lot of time running scared. Despite this, I had a pretty good time playing this one. The map is laid out so that you can slip by many enemies. A few parts are somewhat unfair though. Try it out if you like high difficulty. Status bar replacements - Daniel doom2.exe - n/a - 105 KB A large set of replacement status bars based on Doom textures. Give 'em a shot if you feel like spicing up that 13 year old HUD. Note that they all remove the little weapon/ammo counters, but not the large ammo counter on the left. Toxic Province - DJShrimpy Skulltag - Deathmatch - 562 KB Most of these maps are straight up arenas. The rest don't have great layouts and you will occasionally find dead ends. Some places will trap you for a period of time, which is never fun. Weapons and ammo are too readily available in some maps and nonexistent in others. Like the text file says, the theme is "toxic", so expect lots of slime, some of which may damage you. I didn't particularly enjoy that either. Visually it ranges from bland to painful. Overall there isn't anything very noteworthy about the maps. Give this wad a try if you need a new DM set to play. But if you never pick it up, you're not really missing anything. White 0 - Hyperdormant ZDoom - Solo Play - 118 KB The following review was provided by HobbsI feel wads with a decent amount of effort put in deserve a decent review (scathing or not) and a few screens. I also feel wads that are total crap deserve nothing but a crap review. This is one of the latter type of wads. 26 levels of someone transferring one of their LSD trips into ZDoom. Truly epic. RL-PL-BFG-Upgrade - Karate Chris Skulltag - n/a - 57 KB Some graphics upgrades for the rocket launcher, BFG, and plasma rifle, as well as their respective projectiles. The changes are minor edits to the original Doom weapons. Not bad looking but not terribly interesting either. Try it if you like pink plasma. ZDoom Catch The Chicken v4.0 - Cutmanmike and HotWax doom.exe - Deathmatch - 404 KB A Catch the Chicken multiplayer mod for ZDoom. Players Attempt to grab the chicken, which spawns somewhere in the map, and then hold onto it for as long as possible to gain points. Supposedly it works on any map, and a test map is included. I had a hard time really testing this out with bots, but it looks like it could be fun. Lastly, sitebender has updated his Pandora's Box mod to fix a couple of issues. Check it out. Well, that was fun. I hope I didn't royally screw everything up. This whole thing has certainly been a learning experience and I've gained a lot more respect and understanding for what the regular reviewers have to go through. Props to Hobbs for helping out. Begin posting.... NOW!
-
KDiZD bugs (possible spoilers coming so play the game first)
Amaster replied to printz's topic in WAD Releases & Development
Ralph and I cooped this a few nights ago and had the following two problems in E1M8: 1. You know that section of floor that collapses into lava? The one located near the lift that takes you to the first of your final battles. The coop respawn point is located just before the aforementioned lava pit hallway and it's extremely difficult and frustrating to get across once it's collapsed. We had to lower the gravity to stop dying so much. I dont know if you would consider this a bug necessarily but I think it should be looked into. 2. It's possible for those two "mega-barons" (I cant remember their names) that you fight before the real last boss to follow you all the way back to the lava hallway that I mentioned in my first point. -
It's a song by deathz0r called "Supar Doom 2 Doom Mix!"
-
Hmm I think it's just e1m1 that ends up ruining things for a lot of people. It's a pretty ugly map and not fun to play. This is unfortunate since the rest of the wad looks much better. Like others have mentioned, E1M1 is this big mish mosh of textures in every room. This makes rooms look indistinct and is hard on the eyes. I was also put off by the coronas on light sources, particularly the orange ones. They just didnt look right in the available palette. The team's treatment of E1M8 was very nice.
-
Like BS said, it's possible that some kind of keyboard combo is causing the display rotation. If you have an ATI card or integrated chip, this process is handled by a service called the "ATi hotkey poller". If you dont normally use keyboard combos to adjust your screen settings then you can try disabling this service to see if it fixes the problem by going to start > run > services.msc. Look for Ati hotkey poller in the list, select it, go to its properties and change the startup type to "manual". You can set it back to "automatic" if you decide you ever regularly need this service. Nvidia drivers also have a hotkey menu somewhere but I dont know enough about disabling it.
-
Talk about trolling.
-
This might sound really silly but is your left mouse button not assigned as the fire key? Did you accidentally bind it to something else?
-
Accomodating Bicubic Image Resizing into doom pallette
Amaster replied to Nick Perrin's topic in Doom Editing
You could do an image>adjustments>replace color to get rid of large areas quickly. You could also just set image interpolation to nearest neighbor, which is what I think blackfish did. Or try bicubic sharper for a little less of "outlining". Edit: Wait what's wrong with resizing them after converting to indexed color? I believe this still uses the nearest neighbor method but at least it's "safe". -
MGS has a superior story and characters. It's generally fleshed out much better. However I had more plain old fun with SC1 and 2. There's more variety and I prefer the way the whole stealth thing is handled in that one. Never played chaos theory.
-
How would bullets be defined? Will this allow more than one alt per slot?
-
It's almost as hilarious as making Microsoft Bob say naughty things.
-
Your first experience of an altered state of conciousness
Amaster replied to Naked Snake's topic in Everything Else
Aye, I've had that before. I woke up in the middle of the night, unable to move, and there was some malicious person standing on my chest. Freaky as hell. However after some reading I found out this is not uncommon at all. -
Your first experience of an altered state of conciousness
Amaster replied to Naked Snake's topic in Everything Else
First time I was not quite right was when I was about 5 or 6 years old. I had a very high fever that caused me to start hallucinating. I only remember it very vaguely. I remember being in the bathroom and attempting to put batteries in my (illusory) mom's back as if she were an electronic toy. My actual mom walked in on this and freaked out, threw me under a cold shower and then took me to the hospital. I think I also saw things like gremlins (from the movies) in my closet. I missed a highly anticipated episode of ducktales because of that fever. -
Yes, it wont ask you for the original doom3 disc during installation. In fact I just tested now with a copy of doom3 patched to version 1.3
-
Yes it should work fine.
-
The windows could use a 1 pixel shadow projected from the upper left. Also I think the grainy texture on the glass looks kinda weird since that effect is used on the wall too. I dunno, I guess they look nice.
-
It's an expansion.
-
Im all for variety.
-
I've been bugging quas about reading keyboard input for the longest heh. But I can think of a way to do this using hud widgets. You could create a final map with the player in front of a usable line and then have that line call appropriate hud widget functions and display your image lumps when used. Not the most elegant thing in the world but it should work. For that matter I think this might work to obscure the role call at the end of doom2. Not really sure if it's possible to call scripts during that part.
-
8 bit PNG (or just use cyan/the transparent index). A better way to work with doom's palette in photoshop is to periodically go to Image > Mode > Indexed Color and apply the doom palette.
-
Stupid *Bleep*ing Transparent Textures!
Amaster replied to reaper with no name's topic in Doom Editing
This is called the tutti frutti bug. It happens for a few different reasons, but it's hard to pinpoint without knowing how you're building this. Here are the possible reasons: 1. You used a short texture (less than 128 high) on a taller 1s line, or a transparency on a 1s line 2. You used a transparent texture on an Upper or Lower surface. 3. You accidentally set an X offset greater than the width of the texture applied (your editor should account for this). My question is why you're bothering with a transparent area at all. A quick way to make an overhang like the one you describe is to simply have a really short texture (say 2-4 pixels) applied to a series of 2s lines which form the shape of the faucet and then offset them as necessary. -
I have a touchscreen-only phone and I can understand what fraggle means. Missing that tactile quality of a keypad makes it sort of lack something. Also I find it easier to misdial things. That may or may not be to do with the screen itself. The iPhone is very pretty.
-
Favorite non-alcoholic non-carbonated beverage?
Amaster replied to leileilol's topic in Everything Else
Coffee and uh... water I guess.