Search Results
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Thread: H-Mode7
Post: RE: H-Mode7
I wish! XP gets all the good stuff. |
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zerodin |
Scripts Database
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395 |
653,442 |
10-01-2011, 09:08 PM |
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Thread: H-Mode7
Post: RE: H-Mode7
Just had to pick my jaw up off of the floor. |
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zerodin |
Scripts Database
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395 |
653,442 |
09-29-2011, 09:37 PM |
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Thread: Ban Hammer
Post: RE: Ban Hammer
banned for knowing what assmöde is. |
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zerodin |
Forum Games & Nonsense
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54 |
53,510 |
04-10-2011, 09:59 PM |
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Thread: H-Mode7
Post: RE: [RMXP] H-Mode7
Well either way, its the most impressive thing I've seen with RMXP. |
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zerodin |
Scripts Database
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395 |
653,442 |
04-05-2011, 07:39 AM |
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Thread: H-Mode7
Post: RE: [RMXP] H-Mode7
So in essence it's a bump map? |
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zerodin |
Scripts Database
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395 |
653,442 |
04-05-2011, 07:11 AM |
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Thread: H-Mode7
Post: RE: [RMXP] H-Mode7
This script blows my mind. How is this even possible in a 2D program? |
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zerodin |
Scripts Database
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395 |
653,442 |
04-02-2011, 08:53 AM |
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Thread: Using pre-rendered graphics as tilesets in RMXP.
Post: RE: Using pre-rendered graphics as tilesets in RMX...
Only problem is that it can't be opened with the latest version of RMXP. |
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zerodin |
Tutorials
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6 |
12,994 |
03-30-2011, 03:08 PM |
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Thread: Using pre-rendered graphics as tilesets in RMXP.
Post: RE: Using pre-rendered graphics as tilesets in RMX...
Thats because I rendered the tree independent of the previous scene.
If I had rendered it with the same lighting setup as the rest it would have looked better, I also haven't rendered a replacement fo... |
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zerodin |
Tutorials
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6 |
12,994 |
03-30-2011, 04:27 AM |
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Thread: Using pre-rendered graphics as tilesets in RMXP.
Post: Using pre-rendered graphics as tilesets in RMXP.
One feature that VX has that I wish XP did is the ability to use panorama's instead of tilesets for your maps. Being a graphic artist, but not a pixel artist, this irked me. So I found a way around th... |
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zerodin |
Tutorials
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6 |
12,994 |
03-30-2011, 01:44 AM |