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by Guessmyname
04 Aug 2011, 20:34
Forum: Game Development
Topic: The cruise tag and nukes...
Replies: 10
Views: 3488

Re: The cruise tag and nukes...

Google_Frog wrote: 1. Spring.SetProjectileMoveControl, basically control the projectile yourself.
Actually, this would work pretty well:

Image
by Guessmyname
04 Aug 2011, 20:15
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 1142042

Re: Random WIP

Could you post a wireframe Smoth? I'm curious as to how you did the hands.

(and all the rest of it because holy wow but mostly the hands)
by Guessmyname
14 Jul 2011, 04:18
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 1142042

Re: Random WIP

I kinda like 'em actually.
by Guessmyname
07 Jul 2011, 08:57
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 1142042

Re: Random WIP

That tank is ludicrously awesome.

That said how on Earth are you going to animate that coat?
by Guessmyname
25 Jun 2011, 12:09
Forum: Modelling & Texturing Tutorials & Resources
Topic: S3O Import/Export plugin for 3DS Max
Replies: 1
Views: 7346

Re: S3O Import/Export plugin for 3DS Max

Found no absolutely use-killing bugs, but there's a few quirks people should be aware of: All the pieces need to be Editable Meshes You MUST Reset XForm on each piece before exporting or they won't be in the right place (their origins will be; pieces less so). Also be aware that, annoyingly, Reset X...
by Guessmyname
18 Jun 2011, 23:18
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 1142042

Re: Random WIP

MidKnight wrote:So guess what.
I had 4 whole hours of free time today.

HUZZAH!

So apparently ZK needs new superweapons.

How's this look?

Image
Unfinished, of course.
Obviously it is a catapult for launching rabid badgers.
by Guessmyname
02 May 2011, 00:07
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 1142042

Re: Random WIP

Feeeeeeeeeet
by Guessmyname
01 May 2011, 15:56
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 1142042

Re: Random WIP

Finally getting off my arse and working on this thing.

Image

Anyone have any advice on the best way to animate walkcycles / animate Spring units in general?
by Guessmyname
28 Apr 2011, 11:46
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 1142042

Re: Random WIP

The inner cylinder could work with less segments and the fans would be better as an alpha masked plane, but otherwise I kinda like the chubby retro look! I'd also advise either collapsing the nose poly or by cutting down the verts in your cylinders where they get smaller (if you've used a a side-cou...
by Guessmyname
25 Apr 2011, 06:54
Forum: Game Development
Topic: Handling weapon arcs on rotating turrets
Replies: 3
Views: 1757

Re: Handling weapon arcs on rotating turrets

The idea is that: The unit acquires a 'primary target' - this is what it decides is the biggest threat for whatever reason, or is the location/unit the player has ordered it to attack. Unit evaluates the target and picks the most appropriate weapon.* Unit then aims with this weapon, rotating stuff a...
by Guessmyname
24 Apr 2011, 20:56
Forum: Game Development
Topic: Handling weapon arcs on rotating turrets
Replies: 3
Views: 1757

Handling weapon arcs on rotating turrets

I've run into a slight snag when scripting mechs. By and large, most have weapons on either side of their body, which can only aim 180-ish degrees left/right respectively. The problem arises in that the body of the mech - which these weapons are attached to - can rotate independent of the legs, whic...
by Guessmyname
22 Apr 2011, 12:02
Forum: Game Development
Topic: RTS Design Theory Thread
Replies: 49
Views: 10213

Re: RTS Design Theory Thread

Ironically it may be the zoom that does that. TA has 'epic scale' and insanely long ranged artillery, but a fixed zoom, so the ants issue never comes up.

Having a single / fixed amount of zooming solves a lot of problems, when you think about it.
by Guessmyname
22 Apr 2011, 10:12
Forum: Game Development
Topic: RTS Design Theory Thread
Replies: 49
Views: 10213

Re: RTS Design Theory Thread

MidKnight wrote:If people wanted realism, they could play real life.[/b]
I disagree on this point though. Hands up everyone here who is a military general commanding forces in a war.
by Guessmyname
16 Apr 2011, 09:16
Forum: Game Development
Topic: Let's make a Tutorial Game for new modders
Replies: 73
Views: 19994

Re: Let's make a Tutorial Game for new modders

I'll help. I kinda need to brush up on my Spring-fu anyway.
by Guessmyname
14 Apr 2011, 14:27
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 1142042

Re: Random WIP

Seconding the rolling, those things look spectacular.
by Guessmyname
05 Apr 2011, 17:58
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 1142042

Re: Random WIP

Set all the legs to point in the same direction (ie forwards) in the s3o, rotate in Create function. Then you reuse the animation over all three legs.
by Guessmyname
28 Mar 2011, 19:48
Forum: Game Development
Topic: Spring.SetUnitStealth and .fbi vs .lua
Replies: 12
Views: 4498

Re: Spring.SetUnitStealth and .fbi vs .lua

Isn't there an fbi > lua conversion script around somewhere?
by Guessmyname
28 Feb 2011, 15:36
Forum: Art & Modelling
Topic: Space Bugs Collaboration
Replies: 142
Views: 28550

Re: Space Bugs Collaboration

Unless of course you just do this, which is asking for trouble.
by Guessmyname
26 Feb 2011, 11:14
Forum: Game Development
Topic: Battletech: Legacy
Replies: 25
Views: 8620

Re: Battletech: Legacy

Or just use the final pose after it's fallen down as the corpse. Also you can hide the unit/corpse swap with particles and dust etc.
by Guessmyname
07 Feb 2011, 12:29
Forum: Off Topic Discussion
Topic: Duty Calls - The new first person shooter
Replies: 25
Views: 5813

Re: Duty Calls - The new first person shooter

Yes, because WWII was totally caused by the video games that didn't exist yet.

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