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by Guessmyname
06 Jul 2010, 13:44
Forum: Engines Of War
Topic: Engine naming thread
Replies: 27
Views: 9024

Re: EoW - Engine naming thread

In order; Paladin, Stallion, Bulbo, Orthodox
by Guessmyname
03 Jul 2010, 15:05
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 637469

Re: Random WIP

Will it merge well with the skybox though?

You can make stippled lines using patterns and blend modes, by the way
by Guessmyname
30 Jun 2010, 16:07
Forum: Game Development Tutorials & Resources
Topic: Bos to Lua conversion page
Replies: 25
Views: 10032

Re: Bos to Lua conversion page

Do not drive under the influence of the Bos to Lua page. Do not drive under the Bos to Lua page. Do not allow the Bos to Lua page to drive. Do not drive in the vicinity of the Bos to Lua page. Do not expose cars to the Bos to Lua page. Do not approach the Bos to Lua page in a vehicle. If any of the ...
by Guessmyname
30 Jun 2010, 11:02
Forum: Game Development Tutorials & Resources
Topic: Bos to Lua conversion page
Replies: 25
Views: 10032

Re: Bos to Lua conversion page

Do not reverse the polarity of the Bos to Lua conversion page.
by Guessmyname
29 Jun 2010, 13:49
Forum: Game Development Tutorials & Resources
Topic: Bos to Lua conversion page
Replies: 25
Views: 10032

Re: Bos to Lua conversion page

Do not submerge the Bos to Lua conversion page in water, even partially.

Even if it doesn't give out a complete script, if it can get most of the leg work out of the way, I'm all for it.
by Guessmyname
23 Jun 2010, 11:03
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 637469

Re: Random WIP

What about transition to skybox? Ie if you look at the horizon, what happens?
by Guessmyname
20 Jun 2010, 18:01
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 637469

Re: Random WIP

Might turn into a dark blob ingame though. Try to lighten / add more contrast to it.
by Guessmyname
16 Jun 2010, 00:06
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 637469

Re: Random WIP

Squeeeeeee.
by Guessmyname
15 Jun 2010, 23:08
Forum: Art & Modelling
Topic: Core t2 bots - Finished!
Replies: 88
Views: 15876

Re: Core t2 bots

Yes. But it would still make more sense than Captain Waddle
by Guessmyname
12 Jun 2010, 03:17
Forum: Feature Requests
Topic: Automatic navigation meshes
Replies: 66
Views: 3875

Re: Automatic navigation meshes

...

I am regretting starting this thread.
by Guessmyname
11 Jun 2010, 11:29
Forum: Art & Modelling
Topic: Core t2 bots - Finished!
Replies: 88
Views: 15876

Re: Core t2 bots

I still have no idea how the Can can manage to walk... or even why they gave it legs in the first place. If the base is that wide, surely tracks would have been a better option...
by Guessmyname
06 Jun 2010, 21:14
Forum: Feature Requests
Topic: Automatic navigation meshes
Replies: 66
Views: 3875

Re: Automatic navigation meshes

Fair enough. Just thought I'd chuck it out there; it looked interesting and everyone complains about the pathfinder, thus...
by Guessmyname
05 Jun 2010, 07:39
Forum: Feature Requests
Topic: Automatic navigation meshes
Replies: 66
Views: 3875

Re: Automatic navigation meshes

I'd be more excited about this if Spring weren't already so committed to landscape-based terrain - it seems like it would be fantastic for an RTS game that allows more complex topology, like one that had bridges or even full underground quake-style maps. Bridges would most likely be a model anyway,...
by Guessmyname
05 Jun 2010, 07:38
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 637469

Re: Random WIP

bobthedinosaur wrote:anyone enjoy animating?
I've really got to work out how to complete that animation exporter one of these days...
by Guessmyname
02 Jun 2010, 10:30
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 637469

Re: Random WIP

I think he meant 'done on the Spring engine'.
by Guessmyname
01 Jun 2010, 23:36
Forum: Feature Requests
Topic: Automatic navigation meshes
Replies: 66
Views: 3875

Re: Automatic navigation meshes

Hmm. If we had that ROAM map mesh optimiser whatsit implemented, I wonder if using that to make the nav mesh would be viable... though that wouldn't take into account features or buildings etc etc... :/
by Guessmyname
29 May 2010, 11:44
Forum: Feature Requests
Topic: Automatic navigation meshes
Replies: 66
Views: 3875

Re: Automatic navigation meshes

How well would it work with deforming terrain though?
by Guessmyname
28 May 2010, 09:33
Forum: Feature Requests
Topic: Automatic navigation meshes
Replies: 66
Views: 3875

Automatic navigation meshes

http://www.moddb.com/games/overgrowth/news/automatic-navigation-meshes Not so much a feature request as 'something people might find interesting'. Of note: the lead AI programmer for Crysis (Mikko Mononen) recently released an open-source navigation mesh library called Recast, along with a companion...
by Guessmyname
23 May 2010, 02:17
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 637469

Re: Random WIP

Painting Hard Surfaces Tutorial I tend to do that, and just generally add detail as I go. Having concept art or reference imagery is always a good plus. I use layer styles and pictures of real life metal etc as a base; check around CGTextures for those, especially using them as overlays to add surf...
by Guessmyname
18 May 2010, 07:01
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 637469

Re: Random WIP

Personally, I think you should ditch the AK's visor thingie. I liked the 'faceless metal' look on the OTA one.

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