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Mods: Wwe Raw 2002 Pc

: Modern modders frequently release updated character models (CAS) for superstars who weren't in the original game, ranging from legends like Eddie Guerrero to modern icons like Roman Reigns.

: Some of the most ambitious projects, such as WWE Raw Ultimate Impact or the Total Edition , completely overhaul the game’s textures, sounds, and roster to mimic specific years like 2008 or 2011.

: The Raw Is War '97-'02 Arena Pack by Titan83 is a fan favourite, bringing high-fidelity "Attitude Era" graphics to the engine. wwe raw 2002 pc mods

If you are looking to revitalize your 2002 install, these specific packs are staples of the community:

: For those seeking something different, the Chikara Revolution mod proves the engine's versatility by replacing the entire WWE roster with stars from the indie promotion Chikara. : Modern modders frequently release updated character models

The world of is a testament to the longevity of wrestling fandom . Originally released in 2002 as the first official WWE title for Windows, the game was often criticized for its limited roster and lack of match variety. However, dedicated modders have spent over two decades transforming this aging title into a comprehensive wrestling simulator, updating it with modern rosters, legendary arenas, and even total conversion patches. The Evolution of WWE Raw 2002 Modding

: While many old forums have faded, platforms like GameBanana and Smacktalks remain vital resources for both legacy files and modern support. Popular Mods and Where to Find Them If you are looking to revitalize your 2002

When it first launched, WWE Raw (formerly WWF Raw ) was a port of the Xbox original, featuring the "Ruthless Aggression" era's initial brand split. While the base game struggled with repetition, modders saw potential in its accessible file structure.

This map is a synthesis between my original earth map, gradient mapping of the USGS DEM information, hand painting, DEM modulation of detail, bathyspheric depth information, and the USGS Ocean clip. Bathyspheric data was used to modulate the color of the water so that deeper areas are a darker blue than shallow areas.
This is pieced together exclusively from the USGS DEM database. It contains landmass elevations only, with the ocean at zero, and the top of Mt. Everest at 255. Use this as a bump map to give the appearance of the Earth's rugged surface features. Some madmen have also used this data in POV Ray as a displacement map on a very finely divided sphere to produce a "true" 3D version of the Earth. The 10K version is VERY large, so make sure you really need that much detail.
This is derived from USGS DEM data, with the addition of the Arctic ice areas which do not show up on USGS data (since they are not solid land masses.) Use this to control specularity and reflectance of the ocean surface.
1024 x 512 color image. Very similar to the night lights map as published by NASA on their Blue Marble Page. I took their 30000 x 15000 black and white city lights map, and adapted it with a color table to a colorized version of my earth color map. This comes in 2k, 4k, and 10k versions in color, as opposed to the maximum 2k size of the NASA version of this map (higher resolution versions are available on the paid page only because of their size). Be sure to have a look at the tutorials page for a special rendering tip for using this map.
1024 x 512 color image. Based on a mosaic of satellite data, colorized, data errors retouched out, and fixed for seamless wrapping.
1024 x 512 greyscale image. Based on the same data as the color map, but leveled for the purpose of transparency mapping.

4096 x 2048 greyscale image. Built up out of real satellite imagery based upon a tutorial Dean Scott of Silicon Magic has posted. This is posted in JPEG2000 format. You need a special Photoshop plug-in to make use of jp2 images. I've thoughtfully provided a link:

JPEG 2000 Plugin from Fnord.

Mods: Wwe Raw 2002 Pc

The Moon is a tricky planetoid to render. It has a very distinctive albedo which remains constant across its lit side, regardless of the angle of the surface to the sun. Therefore, standard rendering lighting models do not apply, as they always have a characteristic drop off in intensity as the angle of incidence to the light source increases. In Lightwave, there is an option to use a "non-Lambertian" lighting model on a surface setting. In previous versions of Cinema4D, you had a contrast control in the lighting setup. More recent versions of Cinema4D feature an Oren/Nayar illumination model in the lighting setup which allows you to simulate the lighting properties of "rough" surfaces. This is the method I used on the same pictured here.

This map is based on a mosaic of satellite data, retouched for visible mosaic seams and for problems with the wrapping seam. Since this image contains highlight and shadow information independent of the location of your light source (inevitable because of how the moon is illuminated by the sun), you'll need to be careful how you light this so you don't break the illusion.

This map is my attempt to derive bump information from the above map. I did a high-pass filter operation to find all the edges of the craters, and then curved the result so that blacks and whites were white, and mid-tones were black. The results came out pretty well, as you can see from the sample image above.


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