Search found 237 matches
- 05 Aug 2006, 20:39
- Forum: Engine
- Topic: [*SMALL* code mod request] Reflective water deformations
- Replies: 0
- Views: 318
[*SMALL* code mod request] Reflective water deformations
When playing earlier, I noticed that the original reflective water (NOT the advanced OGL wave-shader) actually IS a geometry deformation, causing waves. In light of this, could one of the developers make a patch so that each user could adjust the wave height/intensity per MAP, or even via Config pro...
- 05 Aug 2006, 19:43
- Forum: Game Releases
- Topic: Unit Overload v1.21!
- Replies: 60
- Views: 7650
- 04 Aug 2006, 08:29
- Forum: Map Creation
- Topic: [NMF Experimentation] Largest Map Evar?
- Replies: 41
- Views: 4361
- 04 Aug 2006, 02:42
- Forum: Map Creation
- Topic: [NMF Experimentation] Largest Map Evar?
- Replies: 41
- Views: 4361
[NMF Experimentation] Largest Map Evar?
I just loaded up a 64x64 map in Spring... I used the default Dry.sm3 data for textures, so I didn't post any screenies, but it was unplayably slow on full viewradius, and I got some weird artifacts in the shading. I have a suckass computer, and I know that at least 128x128 maps are entirely possible...
- 03 Aug 2006, 21:24
- Forum: Feature Requests
- Topic: [spam highest]balistic&gravity[/spam highest]
- Replies: 7
- Views: 1269
- 31 Jul 2006, 05:39
- Forum: Engine
- Topic: [Request] Bi-Weekly Beta Compiles
- Replies: 17
- Views: 1521
- 31 Jul 2006, 04:12
- Forum: Engine
- Topic: [Request] Bi-Weekly Beta Compiles
- Replies: 17
- Views: 1521
[Request] Bi-Weekly Beta Compiles
Could one of the ppl with an actualy working toolchain please compile a (Windows) SVN version for testing? Hosting shouldn't be a problem, and I'd love to see if there's any way I can contribute new content for the new features before they're stabilized. Thanks! 8) How about doing this every once in...
- 29 Jul 2006, 21:47
- Forum: General Discussion
- Topic: Arm Base Decals
- Replies: 12
- Views: 1118
Arm Base Decals
Ok, I think I've got the style narrowed down now... Take your pick! These are not the final res/tex, I'm just trying to get a good Arm style going. http://img126.imageshack.us/img126/3339/screen015js8.jpg And BTW, I'm making all the decals HI-RES, so even on steep cliffs they still look good. ( I ha...
- 27 Jul 2006, 04:37
- Forum: General Discussion
- Topic: Why more mods need to use the GroundDecals....
- Replies: 35
- Views: 3483
Ok, quick update... I think this is pretty much a final right here. 2 sizes of decal, sized and calibrated for dropoff. http://img240.imageshack.us/img240/5834/finalcorexf5.jpg Not all buildings have a decal yet, some never will. I was trying to keep it balanced and realistic to the story. I'm still...
- 26 Jul 2006, 13:31
- Forum: Map Creation
- Topic: New map format
- Replies: 233
- Views: 22711
- 25 Jul 2006, 05:57
- Forum: General Discussion
- Topic: Why more mods need to use the GroundDecals....
- Replies: 35
- Views: 3483
Yes, you can do Alpha Blending, as the next shot will show. I'm pretty much settled on that Core texture. Looks good to me, I'm down with it. I've got the decal settings about right, perhaps make them a little smaller. Here's a WIP of the Arm texture... They'll have 3, one for Factories, one for wea...
- 25 Jul 2006, 04:28
- Forum: General Discussion
- Topic: Why more mods need to use the GroundDecals....
- Replies: 35
- Views: 3483
I think it's most balanced with most buildings having small decals, factories having fairly large, then Mexes and Mohos having a large decal that never decays, and Metal Makers having a smaller one. This screenie is more what I envisioned for the Core. The Arm could just have a concrete that just gr...
- 25 Jul 2006, 02:05
- Forum: General Discussion
- Topic: Why more mods need to use the GroundDecals....
- Replies: 35
- Views: 3483
Why more mods need to use the GroundDecals....
Taken with XTA-PE (Modified) and What's-his-face's ground decals... Can we get these standard on next version's XTA? Each building's size is different and dropoff time for non-main-base building decals is very fast. Now all we need is a good road decal for Arm, and to use the dark metal for the Core...
- 25 Jul 2006, 01:05
- Forum: Game Development
- Topic: XTA has absurd things ...
- Replies: 33
- Views: 2975
I play prefer XTA because it seems more realistically balanced. It doesn't have direct counters, but every overall battle plan is balanced. That and I think not letting missle trucks fire at ground units is stupid :roll: +1 to all of the above. This is why I stopped playing AA, and only sometimes p...
- 24 Jul 2006, 13:36
- Forum: Map Creation
- Topic: New map I'm working on ..
- Replies: 18
- Views: 1960
- 20 Jul 2006, 02:21
- Forum: Map Creation
- Topic: New map format
- Replies: 233
- Views: 22711
- 20 Jul 2006, 00:45
- Forum: Engine
- Topic: [Toolchain creation] Freetype2 header?
- Replies: 2
- Views: 396
- 19 Jul 2006, 01:37
- Forum: Engine
- Topic: [Toolchain creation] Freetype2 header?
- Replies: 2
- Views: 396
[Toolchain creation] Freetype2 header?
I followed the sticky instructions for MingW, and I get this error at Scons configure
Any ideas?
WinXP home, DevCPP
Code: Select all
Checking header files
Checking for C header file ft2build.h... no
Freetype2 headers are required for this program
WinXP home, DevCPP
- 15 Jul 2006, 16:31
- Forum: General Discussion
- Topic: Making a movie, for spring...
- Replies: 14
- Views: 1522
- 15 Jul 2006, 01:16
- Forum: Engine
- Topic: Max map size for shadows
- Replies: 23
- Views: 4530
Seems to me that it's time for multi-mode shadow solutions, just like we have with the water. Why not have the faded-round style shadows as a software-rendered backup? Just cast one down from every unit, size depending on yardmap size, switchable with the hardware shadows in the Config program. It's...