Actually, this would work pretty well:Google_Frog wrote: 1. Spring.SetProjectileMoveControl, basically control the projectile yourself.
Search found 3301 matches
- 04 Aug 2011, 20:34
- Forum: Game Development
- Topic: The cruise tag and nukes...
- Replies: 10
- Views: 3522
Re: The cruise tag and nukes...
- 04 Aug 2011, 20:15
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1214421
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)
(and all the rest of it because holy wow but mostly the hands)
- 14 Jul 2011, 04:18
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1214421
Re: Random WIP
I kinda like 'em actually.
- 07 Jul 2011, 08:57
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1214421
Re: Random WIP
That tank is ludicrously awesome.
That said how on Earth are you going to animate that coat?
That said how on Earth are you going to animate that coat?
- 25 Jun 2011, 12:09
- Forum: Modelling & Texturing Tutorials & Resources
- Topic: S3O Import/Export plugin for 3DS Max
- Replies: 1
- Views: 7460
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...
- 18 Jun 2011, 23:18
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1214421
Re: Random WIP
Obviously it is a catapult for launching rabid badgers.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?
Unfinished, of course.
- 02 May 2011, 00:07
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1214421
Re: Random WIP
Feeeeeeeeeet
- 01 May 2011, 15:56
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1214421
Re: Random WIP
Finally getting off my arse and working on this thing.
Anyone have any advice on the best way to animate walkcycles / animate Spring units in general?
Anyone have any advice on the best way to animate walkcycles / animate Spring units in general?
- 28 Apr 2011, 11:46
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1214421
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...
- 25 Apr 2011, 06:54
- Forum: Game Development
- Topic: Handling weapon arcs on rotating turrets
- Replies: 3
- Views: 1808
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...
- 24 Apr 2011, 20:56
- Forum: Game Development
- Topic: Handling weapon arcs on rotating turrets
- Replies: 3
- Views: 1808
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...
- 22 Apr 2011, 12:02
- Forum: Game Development
- Topic: RTS Design Theory Thread
- Replies: 49
- Views: 10396
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.
Having a single / fixed amount of zooming solves a lot of problems, when you think about it.
- 22 Apr 2011, 10:12
- Forum: Game Development
- Topic: RTS Design Theory Thread
- Replies: 49
- Views: 10396
Re: RTS Design Theory Thread
I disagree on this point though. Hands up everyone here who is a military general commanding forces in a war.MidKnight wrote:If people wanted realism, they could play real life.[/b]
- 16 Apr 2011, 09:16
- Forum: Game Development
- Topic: Let's make a Tutorial Game for new modders
- Replies: 73
- Views: 20296
Re: Let's make a Tutorial Game for new modders
I'll help. I kinda need to brush up on my Spring-fu anyway.
- 14 Apr 2011, 14:27
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1214421
Re: Random WIP
Seconding the rolling, those things look spectacular.
- 05 Apr 2011, 17:58
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1214421
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.
- 28 Mar 2011, 19:48
- Forum: Game Development
- Topic: Spring.SetUnitStealth and .fbi vs .lua
- Replies: 12
- Views: 4586
Re: Spring.SetUnitStealth and .fbi vs .lua
Isn't there an fbi > lua conversion script around somewhere?
- 28 Feb 2011, 15:36
- Forum: Art & Modelling
- Topic: Space Bugs Collaboration
- Replies: 142
- Views: 28914
Re: Space Bugs Collaboration
Unless of course you just do this, which is asking for trouble.
- 26 Feb 2011, 11:14
- Forum: Game Development
- Topic: Battletech: Legacy
- Replies: 25
- Views: 8683
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.
- 07 Feb 2011, 12:29
- Forum: Off Topic Discussion
- Topic: Duty Calls - The new first person shooter
- Replies: 25
- Views: 5943
Re: Duty Calls - The new first person shooter
Yes, because WWII was totally caused by the video games that didn't exist yet.