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by Fatal
17 Aug 2008, 21:28
Forum: General Discussion
Topic: The big post about campaigns
Replies: 97
Views: 13714

Re: The big post about campaigns

I just came here to tell that I'm not dead and this project is still alive, but that I've been busy with school. If someone wishes to teach me how to use LuaRules, I'm sure I could get on this a lot faster, not having to figure out everything myself.
by Fatal
30 Jul 2008, 18:35
Forum: Lua Scripts
Topic: LuaRules. What is it? How do I use it?
Replies: 17
Views: 5302

Re: LUArules. What is it? How do I use it?

Now we're talking.

I'll do some research and come back with hopefully more precise questions next time.

Thanks a lot mate, this'll help me quite a bit. I reckon that since this will be a purely singleplayer endeavour, I'll just use synced code and be happy with it.
by Fatal
29 Jul 2008, 22:18
Forum: General Discussion
Topic: The big post about campaigns
Replies: 97
Views: 13714

Re: The big post about campaigns

That's a deal, Mr. Angel! I suppose you don't use any instant messaging programs? Also, I noticed those weird jagged lines again. I think it has something to do with the sky and the surface being reflective or something. Probably fixable with the SMD. It probably isn't a compiling error or a problem...
by Fatal
29 Jul 2008, 20:22
Forum: Lua Scripts
Topic: LuaRules. What is it? How do I use it?
Replies: 17
Views: 5302

Re: LUArules. What is it? How do I use it?

Not that I would be ungrateful for your aid, I honestly appreciate anyone who bothers to spend some valuable internet time to help the new guy, but so far I'm still more or less in square one, altough I do have found one fellow springer who said he could help with the tutorial map scripting. The pro...
by Fatal
29 Jul 2008, 19:39
Forum: General Discussion
Topic: The big post about campaigns
Replies: 97
Views: 13714

Re: The big post about campaigns

Wow! You were 100% right! The difference is magnificent! No more weird effects or any stupid crap. Some screenshots with varying levels of zoom: http://img227.imageshack.us/img227/4013/screen000zv8.th.jpg http://img227.imageshack.us/img227/670/screen001wt9.th.jpg http://img227.imageshack.us/img227/6...
by Fatal
29 Jul 2008, 19:16
Forum: General Discussion
Topic: The big post about campaigns
Replies: 97
Views: 13714

Re: The big post about campaigns

Ack, fail. Use c 0 compression should ALWAYS be 0. The compressor in mapconv fails utterly (and probably explains the crappyness in the top left). Post a recompiled screenie pls. I'd like to see it. That explains why the bumpmapping looks so wierd. For a 16x16 map using a generated texture, general...
by Fatal
29 Jul 2008, 18:13
Forum: General Discussion
Topic: The big post about campaigns
Replies: 97
Views: 13714

Re: The big post about campaigns

Yes, I know it is most unlikely that the problem is in the texture itself, as it would be illogical too. I'll mess around with compile and graphics options a little bit. One not completely unrelated question: Does it matter what compression level I pick in the map compiler? Currently I have it set a...
by Fatal
29 Jul 2008, 18:04
Forum: General Discussion
Topic: The big post about campaigns
Replies: 97
Views: 13714

Re: The big post about campaigns

Sorry, I didn't mean to insult in the slightest bit, bloody internet making words sound rude. Thanks a great lot man for helping. Also I don't think the texture map I slapped together was quite THAT bad. I mean I looked at some of those mars rover pictures, and the colour shades and such I used were...
by Fatal
29 Jul 2008, 17:48
Forum: General Discussion
Topic: The big post about campaigns
Replies: 97
Views: 13714

Re: The big post about campaigns

Ok, I finally pulled myself together and tested what it looks like (with the correct sun position and all), and indeed it is a few notches fancier than my texture map. One thing is quite bothering though and that is the lack of metal spots. While there is a metal map view in Spring, the new (and why...
by Fatal
28 Jul 2008, 14:12
Forum: General Discussion
Topic: The big post about campaigns
Replies: 97
Views: 13714

Re: The big post about campaigns

Yeah, I see it now. This texture map is certainly about 3,562 times more professional than the one I made. If there's one gripe I have about it, it's that there already seems to be some shadowing present (cliffsides pointing west are darker than the ones pointing east). I'll see how this looks in ga...
by Fatal
28 Jul 2008, 04:35
Forum: General Discussion
Topic: The big post about campaigns
Replies: 97
Views: 13714

Re: The big post about campaigns

You could've made it a png :p


Anyhow, downloading.

(I do not like snow, this was kinda supposed to be a marsey map. It doesn't matter that much, though.)
by Fatal
26 Jul 2008, 16:19
Forum: General Discussion
Topic: The big post about campaigns
Replies: 97
Views: 13714

Re: The big post about campaigns

Yeah, I understand what you're saying there. However, texturing is a skill I am not very anxious to learn, and even the textures I used in this one I picked from some free texture resources I found. Unless someone is willing to help on this matter, the texture map will stay as it is.
by Fatal
23 Jul 2008, 02:18
Forum: Lua Scripts
Topic: LuaRules. What is it? How do I use it?
Replies: 17
Views: 5302

Re: LUArules. What is it? How do I use it?

Well yes, I'm in CA LuaRules folder, but practically all of it is uncommented, and there's so much of it that I have no idea where to start looking, nor to what to look for. Are there any tutorials on how to tame this beast?

Please don't hit me, I introduced myself to LUA just today.
by Fatal
22 Jul 2008, 23:47
Forum: Lua Scripts
Topic: LuaRules. What is it? How do I use it?
Replies: 17
Views: 5302

LuaRules. What is it? How do I use it?

I am in the process of trying to make a simple tutorial mission for CA (well I am not certain of the mod yet, if not CA then BA). In the original thread I was instructed to use LUA in the scripting, but not long after that someone mentioned that LUA is outdated and that LUArules could work for both ...
by Fatal
22 Jul 2008, 15:19
Forum: General Discussion
Topic: The big post about campaigns
Replies: 97
Views: 13714

Re: The big post about campaigns

Heh, that explains it. I first tried a value of 1, and since that didn't work so well, I tried 0.001, at which point I thought that maybe the fog is as sparse as it gets when I just remove the line. I got it working now. Now onto learning LUA and LUArules... Well apparently LUA is just the programmi...
by Fatal
22 Jul 2008, 13:52
Forum: General Discussion
Topic: The big post about campaigns
Replies: 97
Views: 13714

Re: The big post about campaigns

Hooray, people like it :mrgreen:
Beherith wrote:It looks great! Maybe go a bit easier on the fog, by setting fogstart in the .smd file to a bit higher value.
I actually tried doing that, but I guess I was doing something wrong. I'll mess around a bit more and see if I can make it work.
by Fatal
22 Jul 2008, 13:48
Forum: Map Creation
Topic: HMap fixing
Replies: 29
Views: 3479

Re: HMap fixing

Ahh, I wasn't aware of such a greyscale palette. Thanks for clearing it up.
by Fatal
22 Jul 2008, 02:29
Forum: Map Creation
Topic: HMap fixing
Replies: 29
Views: 3479

Re: HMap fixing

But how do I switch between them? All I have is 0-255 greyscale (changed to 24 bit bmp later on) HMap, in texture resolution/8 + 1

Just a short description of what this all is about is enough.
by Fatal
21 Jul 2008, 23:55
Forum: General Discussion
Topic: The big post about campaigns
Replies: 97
Views: 13714

Re: The big post about campaigns

Hooray! The map itself is complete! The HMap works great, the texture map is tolerable, and the smf file is all set up for good tutorial action. If someone is interested in commenting on my work so far, here's the map, actually suitable for (massively unbalanced) 1 vs 1 action: http://www.megaupload...
by Fatal
21 Jul 2008, 22:52
Forum: Map Creation
Topic: HMap fixing
Replies: 29
Views: 3479

Re: HMap fixing

Yeah, I figured out the part about the all-terrain units. Also I found that the smudge tool is great for fixing cliff steepness either way, to make it more gentle or steep. Now my only confusion lies in the 8 bit and 16 bit versions of heightmap and compiling. Any info regarding these? RTFM? RTFG? A...

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