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by Pressure Line
05 Aug 2012, 14:19
Forum: Art & Modelling
Topic: Random wip 2012+
Replies: 734
Views: 223801

Re: Random wip 2012+

Imo the roof tiles need to be larger, so that they stay visible as a 'tile' pattern as you zoom out. Also the specular/reflection map making *everything* polished/shiny looks a bit odd. Otherwise lookin good! *edit* regarding the reflectivity: Only gripe is reflectivity. More specifically the overus...
by Pressure Line
03 Aug 2012, 19:31
Forum: Art & Modelling
Topic: Random wip 2012+
Replies: 734
Views: 223801

Re: Random wip 2012+

There are only a few faction-specific units, and those are for the most part variants on the same chassis (where one faction prefers lasers over autocannons etc) As for radar icons, i will probably just borrow some from MegaMek (especially for the tanks) eg: http://megamek.svn.sourceforge.net/viewvc...
by Pressure Line
03 Aug 2012, 00:48
Forum: Art & Modelling
Topic: Random wip 2012+
Replies: 734
Views: 223801

Re: Random wip 2012+

Also related: Been working with a way to make nice buildpics... http://tinmanfunkymonkey.orconhosting.net.nz/3039/mc2_catapult.png http://tinmanfunkymonkey.orconhosting.net.nz/3039/zhukovicon.png I need to make the tank slightly larger on the groundplate, and possibly de-saturate the ground texture ...
by Pressure Line
03 Aug 2012, 00:05
Forum: Art & Modelling
Topic: Random wip 2012+
Replies: 734
Views: 223801

Re: Random wip 2012+

The noise makes the difference between this:
Image
and this:
Image
Its just to stop things looking *too* clean
by Pressure Line
02 Aug 2012, 17:32
Forum: Art & Modelling
Topic: Random wip 2012+
Replies: 734
Views: 223801

Re: Random wip 2012+

Image

just laying down the base, which will then have a bit of noise, and a whole load of colour applied :)
by Pressure Line
26 Jul 2012, 00:28
Forum: Game Development
Topic: rotate to face a map position
Replies: 14
Views: 2057

Re: rotate to face a map position

The yardmap is what controls passability for units. eg x = units cannot pass through o = units can pass through the arm kbot lab in TA has a yardmap like this when facing north/south when it is open xxooxx xxooxx xxooxx xxooxx xxooxx xxooxx when facing east/west it looks like xxxxxx xxxxxx oooooo oo...
by Pressure Line
24 Jul 2012, 08:23
Forum: Lua Scripts
Topic: AllowWeaponTarget
Replies: 5
Views: 1360

Re: AllowWeaponTarget

The point is it shouldn't be painful. You should just be able to hit the "Don't shoot at radar blips" button in your gadget and the unit should just not shoot at radar blips. Then you can just add functionality in the gadget to let it shoot at its last attacker if it is set to return fire/...
by Pressure Line
24 Jul 2012, 02:58
Forum: Lua Scripts
Topic: AllowWeaponTarget
Replies: 5
Views: 1360

Re: AllowWeaponTarget

you don't seem to understand what returning false from AllowWeaponTarget does and does not do... since there are no references to the callin in the changelog (other than the fixes in more recent versions) and the Wiki only mentions that the return value is expected to be "targetAllowed, target...
by Pressure Line
23 Jul 2012, 11:37
Forum: Engine
Topic: Very O_o gunship behavior in 89
Replies: 13
Views: 2086

Re: Very O_o gunship behavior in 89

unless things have changed, Forb still uses emit-sfx to fire his weapons. That's probably the reason for the shot firing off in the plane direction vector, instead of at the target.
by Pressure Line
21 Jul 2012, 11:20
Forum: Lua Scripts
Topic: AllowWeaponTarget
Replies: 5
Views: 1360

AllowWeaponTarget

How the hell does this work? function gadget:AllowWeaponTarget(aID, tID, aWN, aWDID, dP) local tDID = Spring.GetUnitDefID(tID) if UnitDefs[tDID].name == "resourcepoint" then Spring.Echo(foo) return false, 0 end Spring.Echo("bar") return false, 0 --return true, dP end does nothing...
by Pressure Line
18 Jul 2012, 22:13
Forum: Game Development
Topic: Crane animation help needed
Replies: 12
Views: 1433

Re: Crane animation help needed

Well I hadn't seen that crane before, but the part where the claws drop down also elongates the connection between the claws and the rest of the gantry. Any idea how to take care of that part? ...and I just realized how stupid using StopSpin would have been. You'll need to chop the rope into shorte...
by Pressure Line
16 Jul 2012, 21:07
Forum: Game Development
Topic: Unit is gone, but still able to see enemies
Replies: 5
Views: 1290

Re: Unit is gone, but still able to see enemies

jamesbigmac wrote:Spring.SetUnitLosState(unitID, Spring.GetUnitAllyTeam(unitID), {los = false, radar = false, prevLos = false, contRader = false})
Have you tried spelling 'radar' correctly? It may do the trick.
by Pressure Line
03 Jul 2012, 11:13
Forum: Lua Scripts
Topic: [Release] Change unit geometry/Multiple UV maps
Replies: 17
Views: 5618

Re: [Release] Change unit geometry/Multiple UV maps

I'm guilty of oversimplifying matters, there is obviously more to it than a simple re-factoring of the rendering logic blocks. Perhaps I should start learning C++ lol edit: a further musing, perhaps per-piece would be excessive and over-granulating it. per material (coupled with a way of setting a m...
by Pressure Line
02 Jul 2012, 23:05
Forum: Lua Scripts
Topic: [Release] Change unit geometry/Multiple UV maps
Replies: 17
Views: 5618

Re: [Release] Change unit geometry/Multiple UV maps

What about performance? The objection to adding this support engine side is due to the cost of changing texture during a rendering pass. Last I checked the engine optimises texture changes as: blabla If *I* was going to impliment this in the engine I would untie the renderer from having to do the w...
by Pressure Line
02 Jul 2012, 05:38
Forum: Lua Scripts
Topic: [Release] Change unit geometry/Multiple UV maps
Replies: 17
Views: 5618

Re: [Release] Change unit geometry/Multiple UV maps

any reason why I cannot later add new parts into the display list? I obviously would have to modify this but beyond just that you have not gotten around to it, is there a technical reason? ¿que? You mean add geometry into an existing displaylist? possible, sorta, but messy. Also remember that this ...
by Pressure Line
01 Jul 2012, 14:45
Forum: Game Development
Topic: Questions about mostly unitdefines help appreciated!
Replies: 10
Views: 1902

Re: Questions about mostly unitdefines help appreciated!

you could just as easily destroy and re-create the factory if it gets captured so if a factionA player captures a factionB factory it is instantly destroyed and recreated as a factionA factory
by Pressure Line
01 Jul 2012, 13:59
Forum: Lua Scripts
Topic: [Release] Change unit geometry/Multiple UV maps
Replies: 17
Views: 5618

Re: [Release] Change unit geometry/Multiple UV maps

Here is a model I pulled from *somewhere* on the Internet. Don't ask about license status, because I simply don't know. http://springrts.com/phpbb/download/file.php?id=7311 And here is the main texture: http://springrts.com/phpbb/download/file.php?id=7312 And the wheel texture: http://springrts.com/...
by Pressure Line
01 Jul 2012, 13:54
Forum: Lua Scripts
Topic: [Release] Change unit geometry/Multiple UV maps
Replies: 17
Views: 5618

[Release] Change unit geometry/Multiple UV maps

This is a release of the gadget written in response to this thread about attaching pieces from one unit onto another. Lets get what this gadget does NOT * do out of the way first: -does not allow player unit customisation (player cannot click a button to put a Bulldog turret on a stumpy) -does not a...
by Pressure Line
30 Jun 2012, 11:19
Forum: General Discussion
Topic: Support for graphics card
Replies: 20
Views: 3110

Re: Support for graphics card

Spring runs on my netbook. With an Intel 945 card, 1.6Ghz Atom processor.

But its not actually playable in any real sense. I can start a game, make a few units, screw around a bit. But not a 5v5 DSD

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