Search found 2284 matches
- 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...
- 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...
- 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 ...
- 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:
and this:
Its just to stop things looking *too* clean
and this:
Its just to stop things looking *too* clean
- 02 Aug 2012, 17:32
- Forum: Art & Modelling
- Topic: Random wip 2012+
- Replies: 734
- Views: 223801
Re: Random wip 2012+
just laying down the base, which will then have a bit of noise, and a whole load of colour applied :)
- 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...
- 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/...
- 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...
- 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.
- 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...
- 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...
- 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
Have you tried spelling 'radar' correctly? It may do the trick.jamesbigmac wrote:Spring.SetUnitLosState(unitID, Spring.GetUnitAllyTeam(unitID), {los = false, radar = false, prevLos = false, contRader = false})
- 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...
- 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...
- 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 ...
- 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
- 01 Jul 2012, 14:18
- Forum: Lua Scripts
- Topic: Attaching *models* onto *units*
- Replies: 60
- Views: 11488
- 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/...
- 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...
- 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
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