smoth's junk.
Moderators: MR.D, Moderators
Re: smoth's junk.
For those wondering. I have been updating code to work in 95. So now that is done, I may be going in to do more tweaks to the material system.
As it stands 2 issues:
1: I don't really have anything covering during nanoframe so it is mostly black during that process.
2: The same goes when cloaked, it is black instead of showing proper colors. I need to rectify this.
i want to try and see if I can learn from PL's code on piece attachment, however, I am not sure having multiple materials per unit is really feasible so no one get excited yet.
so have a video of a sea butterfly instead!
As it stands 2 issues:
1: I don't really have anything covering during nanoframe so it is mostly black during that process.
2: The same goes when cloaked, it is black instead of showing proper colors. I need to rectify this.
i want to try and see if I can learn from PL's code on piece attachment, however, I am not sure having multiple materials per unit is really feasible so no one get excited yet.
so have a video of a sea butterfly instead!
Re: smoth's junk.
Cloaking and custom unit shaders (might not apply to you): http://imolarpg.dyndns.org/trac/balatest/changeset/1866
Re: smoth's junk.
played around creating a new unit to try and find a new hole in my unit creation scripts. not really a big deal
I might start modeling this guy next. I am not sure. After the long week I have had I am not sure. Picasso wanted more hand drawings as I go. this is one of them. It would be about half the height of the badger.
Re: smoth's junk.
Great concept, but I think the feet should be bigger (150%?).
Re: smoth's junk.
Robot chickens spring to mind.
Re: smoth's junk.
bad? good?Beherith wrote:Robot chickens spring to mind.
I mean chickens were dinos once upon a time
- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: smoth's junk.
I think behe means an AI-enemy faction.
It looked like some form of cannon-fodder to me too
First thought was of Tremors 3, though.
Feet definitely an improvement I think.
And it looks cool; wonder what it'll do...
It looked like some form of cannon-fodder to me too
First thought was of Tremors 3, though.
Feet definitely an improvement I think.
And it looks cool; wonder what it'll do...
Re: smoth's junk.
Looks like the front third of a gila monster to me... also "Zoids" ... also brings to mind Star Wars troop carriers...
I like it.
I like it.
Re: smoth's junk.
Perfect!smoth wrote:Hows that azare?
Re: smoth's junk.
thanks go to pako for helping me work around the issue with spring's random number generator.
These are based on a configuration file:
so when I go to do tool tips in the future will be able to setup randomized load screens.
Odds are I will expand this to be a bit nicer but the fact that I have it now is great so I will play with it more later!
These are based on a configuration file:
Code: Select all
local loadscreens = {
{
tipText = "Lorem ipsum dolor sit amet, consectetur adipiscing elit.",
tipColor = {1.0,0.2,0.2,0.6},
tipImage = "bitmaps/ui/loadingscreen/5units.png",
},
{
tipText = "look at all the colors ERHMAGERD!",
tipColor = {1.0,0.2,0.2,0.6},
tipImage = "bitmaps/ui/loadingscreen/panels.png",
},
{
tipText = "MEGUSTA!",
fontAlign = "center",
tipFontSize = 48,
tipColor = {0.0,1.0,0.0,1.0},
tipImage = "bitmaps/ui/loadingscreen/megusta.png",
},
{
tipText = "look at all the colors AWESOME!",
tipColor = {1.0,0.2,1.0,0.6},
tipFontSize = 64,
fontShadow = false,
tipImage = "bitmaps/ui/loadingscreen/awesome.png",
},
}
return loadscreens
Odds are I will expand this to be a bit nicer but the fact that I have it now is great so I will play with it more later!
Re: smoth's junk.
you got chili working :)
Re: smoth's junk.
"Give me absolute control over your load screens, or I won't bother."
- Spongebob
- Spongebob