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by aGorm
13 Aug 2011, 01:27
Forum: Off Topic Discussion
Topic: My Little Pony: Friendship is Magic
Replies: 21
Views: 1847

Re: My Little Pony: Friendship is Magic

No, you got it all wrong. Its all about the Racoons. And bucky o'hare.

(Batman was good though as well as ninja turtles.)
by aGorm
05 Aug 2011, 15:06
Forum: Game Development
Topic: The aGorm can't code well Thread
Replies: 44
Views: 3476

Re: The aGorm can't code well Thread

local function RestoreAfterDelay() Signal(SIG_RESTORE) SetSignalMask(SIG_RESTORE) while (true) do Sleep(RESTORE_DELAY) aiming = 0 Turn(body, 2, 0 ,math.rad(500)) Turn(head, 2, 0, math.rad(150)) Turn(head, 1, 0, math.rad(150)) Turn(R_upper, 3, 0, math.rad(200)) Turn(R_upper, 2, 0, math.rad(200)) Tur...
by aGorm
03 Aug 2011, 15:16
Forum: Game Development
Topic: The aGorm can't code well Thread
Replies: 44
Views: 3476

Re: The aGorm can't code well Thread

OK, so I worked a way around my problem... (by not trying to do it that way, I realised I was being stupid and trying to do somthing I didn't even need) I'm wondering though... is there a limit on the number of threads in a script? Currently I have 4, will going to 5 make it slow down loads if there...
by aGorm
27 Jul 2011, 17:25
Forum: Game Development
Topic: The aGorm can't code well Thread
Replies: 44
Views: 3476

Re: The aGorm can't code well Thread

... hmmm, OK, is there some way I can include the code (IE, like in PHP you might do an include of say your page headers, so there all referencing one file? Although in this case I just want to reference a block of code elsewere in the script...)

aGorm
by aGorm
27 Jul 2011, 15:32
Forum: Game Development
Topic: The aGorm can't code well Thread
Replies: 44
Views: 3476

Re: The aGorm can't code well Thread

Yep... more questions for you coding gurus out there... I have a function and I want it to call another function. Example: function script.AimWeapon1( heading, pitch ) --make sure the aiming animation is only run once Signal(SIG_AIM) Signal(SIG_SWING) SetSignalMask(SIG_AIM) if heading < math.rad(180...
by aGorm
22 Jul 2011, 17:06
Forum: Game Development
Topic: CEG Muzzle flare... how the hell do you add one.
Replies: 20
Views: 1693

Re: CEG Muzzle flare... how the hell do you add one.

http://pastebin.com/rQDqyDtB

Succses! Not the final effect, but I atleast got it to work as expected! Have to remember that when using CExpGenSpawner you have to pass on things like "dir" into the ceg your calling... or it wont work and will bug you for days...

aGorm
by aGorm
21 Jul 2011, 15:42
Forum: Game Development
Topic: CEG Muzzle flare... how the hell do you add one.
Replies: 20
Views: 1693

Re: CEG Muzzle flare... how the hell do you add one.

Thats one of the threads I was looking at yes... (I do use the forum search you know... :P ). I can't spot what I've done differently from anyone elses...

aGorm
by aGorm
21 Jul 2011, 15:10
Forum: Game Development
Topic: CEG Muzzle flare... how the hell do you add one.
Replies: 20
Views: 1693

Re: CEG Muzzle flare... how the hell do you add one.

http://pastebin.com/nPEN65kh OK, having looked through more examples (namely: http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/effects/barney.lua http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/effects/annabelle.lua ) I thought maybe I was on teh right track, but I still can'...
by aGorm
20 Jul 2011, 15:15
Forum: Game Development
Topic: CEG Muzzle flare... how the hell do you add one.
Replies: 20
Views: 1693

Re: CEG Muzzle flare... how the hell do you add one.

After a lot of faf I got it to point in the right direction... (put the flare inside another empty object and rotated that parent... only way it seemed to work!) Now I'm wondering... anyone have an example of how you use "CExpGenSpawner" to que up several effects # You can animate an explosion flip-...
by aGorm
08 Jul 2011, 18:41
Forum: Game Development
Topic: CEG Muzzle flare... how the hell do you add one.
Replies: 20
Views: 1693

Re: CEG Muzzle flare... how the hell do you add one.

I noticed rotating the emit peice gave no joy... :-( hence the post. I shall try re-adding/rotating the point in upspring to see what happens.

aGorm
by aGorm
08 Jul 2011, 13:45
Forum: Game Development
Topic: CEG Muzzle flare... how the hell do you add one.
Replies: 20
Views: 1693

Re: CEG Muzzle flare... how the hell do you add one.

I guess the silence means no one knows an answer... :-(
by aGorm
07 Jul 2011, 15:20
Forum: Game Development
Topic: CEG Muzzle flare... how the hell do you add one.
Replies: 20
Views: 1693

Re: CEG Muzzle flare... how the hell do you add one.

error.jpg
(133.58 KiB) Downloaded 2 times
Hmmm... one problem, the "dir" the effect gets fed seems to be off to one side. How do you change that?

aGorm
by aGorm
06 Jul 2011, 18:23
Forum: Game Development
Topic: CEG Muzzle flare... how the hell do you add one.
Replies: 20
Views: 1693

Re: CEG Muzzle flare... how the hell do you add one.

Thanks guys... knorke you are legend.

FLOZi, nope this is a one of flare. Why what were you going to suggest? (As I may still need a default one for some guns I expect...)
by aGorm
06 Jul 2011, 15:13
Forum: Game Development
Topic: CEG Muzzle flare... how the hell do you add one.
Replies: 20
Views: 1693

CEG Muzzle flare... how the hell do you add one.

OK, can someone link me to how you use CEG's? More specificaly, for a muzzle flare? In Lua? Maybe I just sux, but I can't seem to piece together the workings from what I can find here.

aGorm
by aGorm
24 Jun 2011, 12:04
Forum: Game Development
Topic: Normal Maps... how to add
Replies: 18
Views: 925

Re: Normal Maps... how to add

No problem.

For some reason the dds one looks lighter, but otherwise the same... not sure why teh conversion would do that.

aGorm

::::EDIT:::: Thuther to this... I re-re-exported them adn now they work fine... must have been some weird glitch.
by aGorm
24 Jun 2011, 00:14
Forum: Game Development
Topic: Normal Maps... how to add
Replies: 18
Views: 925

Re: Normal Maps... how to add

No, (I did have that but i dorted that out...)

This is that (if you look carfully) the bright side of the model (IE thats lit by the sun) is also the side with the shadows. IE, the lit source is on the left, but the light is showing on the right on the models.

aGorm
by aGorm
23 Jun 2011, 15:19
Forum: Game Development
Topic: Normal Maps... how to add
Replies: 18
Views: 925

Re: Normal Maps... how to add

OK, so you though the questions had stoped right? well your wrong.. I'm back with whole new problem! error.jpg For some reason, after I converted the normal maps to dds, all the normals seem to be backwards... (See how the sunny side is the same as the side with shadows...) I'm assumeing that it's s...
by aGorm
19 Jun 2011, 01:00
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 537050

Re: Random WIP

Not to say this isn't the best thing since sliced chorizo Beherith, but what would be the odds of also desaturating the features out of los?? Then it would be even more epic.

aGorm
by aGorm
17 Jun 2011, 18:41
Forum: Game Development
Topic: The aGorm can't code well Thread
Replies: 44
Views: 3476

Re: The aGorm can't code well Thread

OK, so i found the bug. local function walk() [color=#BF0000]Sleep (math.random(100))[/color] Signal(SIG_WALK) SetSignalMask(SIG_WALK) while (true) do For some reason this sleep causes it to trigger? I don't know why though. I was using it to desynce the walk cycles so large groups would look odd, (...
by aGorm
17 Jun 2011, 15:10
Forum: Game Development
Topic: The aGorm can't code well Thread
Replies: 44
Views: 3476

The aGorm can't code well Thread

OK, I'm not sure whats changed here, this all worked perfectly yesterday. For some reason, when ever I attack with this unit, it calls script.StartMoving() (I know it calls this as if I uncoment the 'Spring.Echo' that pings a message everytime I attack.) and it does so for as far as I can tell, no v...

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