Search found 755 matches
- 31 Jan 2007, 11:49
- Forum: Game Development
- Topic: Battletech
- Replies: 627
- Views: 103475
well infantry thing is fixed by timing it so only 4 units (fire team) can be built and then itllenter a paused phase and after sometime allow 4 more to be built. other news: i have a question for experienced modders, is it possible to have a mobile unit have an activation (on/ off) set a defensive ...
- 31 Jan 2007, 11:46
- Forum: AI
- Topic: need help with an Ai working for a fun mod
- Replies: 20
- Views: 1708
- 31 Jan 2007, 00:32
- Forum: AI
- Topic: need help with an Ai working for a fun mod
- Replies: 20
- Views: 1708
- 30 Jan 2007, 13:56
- Forum: AI
- Topic: need help with an Ai working for a fun mod
- Replies: 20
- Views: 1708
- 30 Jan 2007, 10:50
- Forum: Map Creation
- Topic: What about void water or non existing water textures?
- Replies: 10
- Views: 712
- 29 Jan 2007, 22:56
- Forum: Art & Modelling
- Topic: High-Poly Model Competition (Anything)
- Replies: 109
- Views: 17298
- 29 Jan 2007, 22:51
- Forum: Map Creation
- Topic: What about void water or non existing water textures?
- Replies: 10
- Views: 712
- 29 Jan 2007, 21:47
- Forum: AI
- Topic: need help with an Ai working for a fun mod
- Replies: 20
- Views: 1708
- 29 Jan 2007, 21:41
- Forum: AI
- Topic: need help with an Ai working for a fun mod
- Replies: 20
- Views: 1708
- 29 Jan 2007, 21:10
- Forum: Map Creation
- Topic: What about void water or non existing water textures?
- Replies: 10
- Views: 712
sure it wouldnt be the best way to simulate space, but actually less than 5% play in another view angle than standard, so no one would notice the illusion. Also the modeling of asteroids as features only works in theory. As far as i know, you can only place features very inexact per pixel on the low...
- 29 Jan 2007, 17:20
- Forum: Art & Modelling
- Topic: High-Poly Model Competition (Anything)
- Replies: 109
- Views: 17298
no, i plan to make a small video where i zoom and move the camera. It must be very clear and think of a hull of some 100 m². You cant make it with uv map, only for some parts and details. I think even movies use materials for big skins and uv map only smaller areas or use the model only if zoomed...
- 29 Jan 2007, 16:57
- Forum: Map Creation
- Topic: What about void water or non existing water textures?
- Replies: 10
- Views: 712
With that tag no texture is ever loaded and nothing below height 0 is ever rendered. thats the problem with void water. I have a texture map UNDER the water and i want to see it. It simulates the stars and some features on the map and with void vater i cant see them. It just sucks. Edit: even if it...
- 29 Jan 2007, 16:53
- Forum: Art & Modelling
- Topic: High-Poly Model Competition (Anything)
- Replies: 109
- Views: 17298
- 29 Jan 2007, 14:30
- Forum: Art & Modelling
- Topic: Core Commander - Remodeled
- Replies: 189
- Views: 22518
it looks really cool, but i ask you why do you put that much time in ONE single unit, when the rest looks just ugly. I would make a core commander who looks 5 times better than the actual one (not 10 times like this one), but in the time i have done him, i would have also done 5 more units so that i...
- 29 Jan 2007, 14:14
- Forum: Art & Modelling
- Topic: High-Poly Model Competition (Anything)
- Replies: 109
- Views: 17298
looks cool. Fast and evil :) Actually i m working on some kind of battlestar (I called it Hermes). It will be very detailed even when zoomed. At the moment it has about 100k Polys, but i guess the final will have 200+. Cause i work not very often on it i guess the final will be ready in a month or l...
- 29 Jan 2007, 12:47
- Forum: Map Creation
- Topic: What about void water or non existing water textures?
- Replies: 10
- Views: 712
What about void water or non existing water textures?
Hi i asked it a long time ago and i have to ask it again. Before 0.73.x it was possible, to give a map a watertexture which didnt exist. I used this for my FF map like this: i didnt made any watertexture, but in the map .smd i named the used water texture "bla". So the compiler didnt found...
- 22 Jan 2007, 18:19
- Forum: AI
- Topic: need help with an Ai working for a fun mod
- Replies: 20
- Views: 1708
Ok it seems that the only AI which doesnt crash is KAI. It also builds factories and spams units, BUT only tech 1 factories. I gave the tech 1 factory a unit restriction limit of 4 and after that the commander tries and tries to build another factory instead of building a tech 2 factory. How can i f...
- 22 Jan 2007, 15:46
- Forum: AI
- Topic: need help with an Ai working for a fun mod
- Replies: 20
- Views: 1708
if they are included, there must be another problem i cant fix cause i tried them and it crashed right after start.Tobi wrote:AIs have to be recompiled for 0.73b3 yes (due to new safety measures to prevent problems like what happened between b1 and b2). However, KAI-0.12 and AAI are included with Spring.
- 22 Jan 2007, 14:08
- Forum: AI
- Topic: need help with an Ai working for a fun mod
- Replies: 20
- Views: 1708
NTAI, KAI and RAI dont work. They crash at start saying wrong global AI version. Also AAI dont works if i add a mex building. Perhaps its cause of the new spring version? Isnt there anyone who wants to make such an AI work for this mod? Its not just a win for the mod but also for your AI because thi...
- 21 Jan 2007, 18:55
- Forum: AI
- Topic: need help with an Ai working for a fun mod
- Replies: 20
- Views: 1708
need help with an Ai working for a fun mod
Hi i want to have an AI for an existing war evo modification. Actually i added the race arm with just very few units and buildings. I want the ai to spam the factories and units and send them towards the players. There is just energy for the AI to use cause the commander gets enough metal for everyt...