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by Optimus Prime
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 ...
by Optimus Prime
31 Jan 2007, 11:46
Forum: AI
Topic: need help with an Ai working for a fun mod
Replies: 20
Views: 1708

what about a restriction check?
I dont know if its possible, but it should because its not just in this mod. A lot of mods will have restrictions for super units and so on.
Isnt it bad if the AI stops working when reaching the restriction instead of building something else?
by Optimus Prime
31 Jan 2007, 00:32
Forum: AI
Topic: need help with an Ai working for a fun mod
Replies: 20
Views: 1708

hrmph wrote:Have you tried KAI on several different maps? I've found that it sometimes gets a bit 'stuck' somtimes...
good point. I will try it the next days, but i think the problem with KAI that the Ai will stop building when it reached the unit restrictions will stay...
by Optimus Prime
30 Jan 2007, 13:56
Forum: AI
Topic: need help with an Ai working for a fun mod
Replies: 20
Views: 1708

ok. But i tried it before the latest spring version ;)
never mind. I m happy as long as there is someone working on that :)
by Optimus Prime
30 Jan 2007, 10:50
Forum: Map Creation
Topic: What about void water or non existing water textures?
Replies: 10
Views: 712

sorry, but i m not a mapper. I just made one map because there were no ff maps at that time and all i want is to make this and other maps available again.
I dont have the time to put a lot of effort in map design. Not now and in the next 3 months.. perhaps later.
by Optimus Prime
29 Jan 2007, 22:56
Forum: Art & Modelling
Topic: High-Poly Model Competition (Anything)
Replies: 109
Views: 17298

wow they look awesome! I hope mine will look that detailed when i m finished. How long did you worked on that?
by Optimus Prime
29 Jan 2007, 22:51
Forum: Map Creation
Topic: What about void water or non existing water textures?
Replies: 10
Views: 712

but i need the water to be exactly under the flat asteroids, else spacecrafst have to go up if they want to fly over an asteroid and LOS and radars would be effected by that.
What i mean is that the water shall simulate a transparent surface for the units which effects their altitude.
by Optimus Prime
29 Jan 2007, 21:47
Forum: AI
Topic: need help with an Ai working for a fun mod
Replies: 20
Views: 1708

i tried NTAI but it crashed right after start when i wanted to edit this config file. I didnt even get to the point where i could use this "editor". When i tried to open the empty config for the mod, it crashed.
But i will wait for KAI...

thx
by Optimus Prime
29 Jan 2007, 21:41
Forum: AI
Topic: need help with an Ai working for a fun mod
Replies: 20
Views: 1708

so no one can help?
by Optimus Prime
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...
by Optimus Prime
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...
by Optimus Prime
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...
by Optimus Prime
29 Jan 2007, 16:53
Forum: Art & Modelling
Topic: High-Poly Model Competition (Anything)
Replies: 109
Views: 17298

hehe i KNOW that you would say that. But uv map a ship of this size so that if you zoom 2 meters to its hull, you will see a clear texture. You would need a month for that and a big space for high detailed textures. I dont speak of 1024*1024 but of a map 10 or 20 times bigger.
by Optimus Prime
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...
by Optimus Prime
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...
by Optimus Prime
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...
by Optimus Prime
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...
by Optimus Prime
22 Jan 2007, 15:46
Forum: AI
Topic: need help with an Ai working for a fun mod
Replies: 20
Views: 1708

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.
if they are included, there must be another problem i cant fix cause i tried them and it crashed right after start.
by Optimus Prime
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...
by Optimus Prime
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...

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