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 Post subject: Re: aGorm Mod Images
PostPosted: 29 Sep 2011, 22:25 
Journeywar Developer & Mapper
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agreed on that. unfortunatly you can count the people who can write shaders with one infolog-sawmill workers hand. So what we need is a software that writes shaders for people ;)


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 Post subject: Re: aGorm Mod Images
PostPosted: 10 Oct 2011, 14:12 
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Image

Bam, just made the main base building for the cybernauts. Turrets are an upgrade (or will be, when I learn how to do such things...)

How hard are custom resources to add in, as I don't wanna copy TA.

aGorm


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Last edited by aGorm on 10 Oct 2011, 21:34, edited 1 time in total.
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 Post subject: Re: aGorm Mod Images
PostPosted: 10 Oct 2011, 14:15 
Journeywar Developer & Mapper
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make Versions of the building (one Turret)++
use knorkes replacescript modifyied
????
PROFIT


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 Post subject: Re: aGorm Mod Images
PostPosted: 10 Oct 2011, 14:28 
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There's always the morphing business


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 Post subject: Re: aGorm Mod Images
PostPosted: 10 Oct 2011, 14:29 
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aGorm wrote:
How hard are custom resources to add in, as I don't wanna copy TA.

I am unsure of your coding background and what your vision of a custom resource system entails but I can say, it takes a little work. You should probably start a thread discussing what it is you want to do in game/mod development. That way it can be discussed more at length. I cannot spend much time talking as I will be busy today.


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 Post subject: Re: aGorm Mod Images
PostPosted: 10 Oct 2011, 15:01 
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aGorm wrote:
How hard are custom resources to add in, as I don't wanna copy TA.
There has been much bla on this... Some threads are here: http://springrts.com/wiki/CollectionOfStuff

Quote:
use knorkes replacescript modifyied
my wut? :shock:


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 Post subject: Re: aGorm Mod Images
PostPosted: 10 Oct 2011, 16:03 
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Custom resources depends on how many you want and how far away from the engine you want to go.

S44 uses engine metal and energy (Command - for buying units, and logistics - for supplying ammo) but they are gained and used quite differently to TA, as does BTL (CBills - for buying, Tonnage - to limit how many units you can control at once).


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 Post subject: Re: aGorm Mod Images
PostPosted: 16 Nov 2011, 15:14 
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Cybertanks on the hills, one in deployed mode for missile launching. Not actully firing yet, but hopefully you can see why I'm happy.

Image


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 Post subject: Re: aGorm Mod Images
PostPosted: 16 Nov 2011, 16:59 
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put together with woodscrews!


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 Post subject: Re: aGorm Mod Images
PostPosted: 16 Nov 2011, 18:42 
Journeywar Developer & Mapper
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we need to get some nubs i his teams, he is good and he is getting to fast!

Dont forget that you have to apply open source standards to get it certificated! If it doesent have the absolut minimum of documentation and bugfree code, all the bea-modells wont get you anywhere! ;)


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 Post subject: Re: aGorm Mod Images
PostPosted: 16 Nov 2011, 18:46 
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IT LIVES!


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 Post subject: Re: aGorm Mod Images
PostPosted: 16 Nov 2011, 20:12 
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If it werent for ... i could believe in mod-reincarnation. But it cant be, imperial winter, is that you?


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 Post subject: Re: aGorm Mod Images
PostPosted: 17 Nov 2011, 21:18 
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no, IW is surfing in australia


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 Post subject: Re: aGorm Mod Images
PostPosted: 17 Nov 2011, 22:49 
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Moar! plx...


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 Post subject: Re: aGorm Mod Images
PostPosted: 18 Nov 2011, 15:07 
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bake normals!


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 Post subject: Re: aGorm Mod Images
PostPosted: 18 Nov 2011, 17:21 
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Quote:
bake normals!


? What do you mean ?


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 Post subject: Re: aGorm Mod Images
PostPosted: 18 Nov 2011, 18:41 
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double post...

http://pastebin.com/zu1Q2X0a

When I get near very steep cliffs, I get NAN errors on things like "BR_height"... which obviosly means everything else then errors. Anyone know why spring would return somthing like that? Or Is is because I'm doing somthing wrong? Do I need to have some kind of fail safe for that eventuality (and how would you suggest doing it?)

Also, If it's clunky as hell, I'm only learning at the mo... (hence all teh comented out bits...)

aGorm


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 Post subject: Re: aGorm Mod Images
PostPosted: 18 Nov 2011, 18:59 
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nan means not a number. Imagine a sensor in a car, sometimes he just doesent get something and sends back a empty signal. Now if this was just 0 stuff could get ugly, or you would have to build in a thousand checks (if-else) per second, creating a huge workload. Thus nan was created. nan means the data doesent get delivered, but the calculation can continue with it anyway, without resulting in instant error. Basically NaN eats all calculations done with it, and vannishes at the end into thin air or echos.


http://en.wikipedia.org/wiki/NaN


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 Post subject: Re: aGorm Mod Images
PostPosted: 18 Nov 2011, 19:07 
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damn is that ever looking great!


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 Post subject: Re: aGorm Mod Images
PostPosted: 18 Nov 2011, 19:18 
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aGorm wrote:
http://pastebin.com/zu1Q2X0a

When I get near very steep cliffs, I get NAN errors on things like "BR_height"
y u no the real error.
guess: on steep cliffs math.asin gets passed numbers outside [-1,1]


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