Search found 260 matches
- 07 Jan 2006, 22:28
- Forum: Art & Modelling
- Topic: XTA loadscreens
- Replies: 61
- Views: 8215
- 07 Jan 2006, 06:13
- Forum: Map Creation
- Topic: Help: black ground problem
- Replies: 17
- Views: 1596
If you use a detail tex make sure its light otherwise it will make your map dark. Heres what the detail tex can do so be careful with it. http://www.maj.com/gallery/3dbricks/TASPRING/mmsc01.png By the way if you include the mini.dds file that mapconv outputs with the map, it will have water on the m...
- 02 Jan 2006, 23:57
- Forum: Engine
- Topic: 3D Collission Mesh?
- Replies: 32
- Views: 5764
- 02 Jan 2006, 23:38
- Forum: Art & Modelling
- Topic: Galactic Empire Mod stuff
- Replies: 176
- Views: 17309
Hey Caydr, looking good. One thing you might want to change is that your ships are textured way too dirty and paneled to be that reflective. Just something you might want to remember. One other thing, when they implimented reflectivity for textures on 3do files, it would make the texture transparent...
- 02 Jan 2006, 23:31
- Forum: Game Development
- Topic: Starcraft mod ?
- Replies: 69
- Views: 7430
- 30 Dec 2005, 22:31
- Forum: Map Releases
- Topic: .:New Map:.
- Replies: 9
- Views: 1268
- 23 Dec 2005, 23:16
- Forum: Game Development
- Topic: How to Remove Base Plates in 3DO models?
- Replies: 12
- Views: 1569
- 23 Dec 2005, 23:10
- Forum: Engine
- Topic: The New GUI
- Replies: 300
- Views: 50107
- 23 Dec 2005, 03:09
- Forum: Off Topic Discussion
- Topic: New SupCom Picture
- Replies: 40
- Views: 4197
Except that Supreme Commander can have bigger maps with higher detail then Spring. Only a fool would have the money to buy the memory for making that size of image, plus mapconv would kill it's self just looking at the filesize. Oh and lets not forget that everything in Supreme Commander will have n...
- 23 Dec 2005, 03:05
- Forum: Game Development
- Topic: Unoffical mod, AA+TLL
- Replies: 24
- Views: 4518
- 22 Dec 2005, 21:07
- Forum: Off Topic Discussion
- Topic: New SupCom Picture
- Replies: 40
- Views: 4197
Heres all the Supreme Commander pics released by GPG so far, no fakes as posted earlyer. The first 2 are fairly new and they have the super carrier sub in one of them. Don't drool too much... Yes I know the water's addicting... http://www.jeux-strategie.com/Supreme_Commander_-_Captures_d_ecran.2015....
- 22 Dec 2005, 20:56
- Forum: Game Development
- Topic: Spring : 1943 has a forum!
- Replies: 36
- Views: 5041
That illistration looks a lot like the few pics of the Paris gun(which I believe was called the Big Bertha), think 75Mile range gun that had some much firepower, that after every 6 shots(may have only been 3) they had to re-bore the barrel. As with the illistration, the Paris Gun had to be moved on ...
- 22 Dec 2005, 20:55
- Forum: Game Development
- Topic: Final Frontier POLL.. come on down...
- Replies: 20
- Views: 2816
- 20 Dec 2005, 23:33
- Forum: Game Development
- Topic: Spring Cyclinder Smothing Shader
- Replies: 0
- Views: 431
Spring Cyclinder Smothing Shader
Heres a little tip for all you modelers out there. In Spring there are some special shaders that will smoth cyclindrical geometry. Heres what I remember about it and how it works. Basiclly a cyclinder has to be atlest 6 sided for it to take effect, other then that no special work is required. Look a...
- 20 Dec 2005, 23:21
- Forum: Engine
- Topic: All .S3O features have flipped polygons
- Replies: 22
- Views: 3267
No it's a feature only geometry problem. It takes the 3do models that are fine in 3do builder and mirrors them across, while s3o files are in verted in spring, but in Upspring there just fine. It seems to me somehow the geometry code for featuers got mixed up, even though it's supposed to be the sam...
- 20 Dec 2005, 01:02
- Forum: Engine
- Topic: All .S3O features have flipped polygons
- Replies: 22
- Views: 3267
Zaphod, these pics linked here are from the lastest version. I have not inverted the faces of eather of the models. http://www.maj.com/gallery/3dbricks/TASPRING/statue_fliped.jpg http://www.maj.com/gallery/3dbricks/TASPRING/tree_fliped.jpg The s3o tree was only exported with the s3o plugin for MAX, ...
- 19 Dec 2005, 23:56
- Forum: Map Creation
- Topic: Huge problem compiling my map, help needed
- Replies: 17
- Views: 1820
Genblood, FizWizz, don't make the feature map a plus 1/8 1 pixle map, it's only a 1/8. If you do plus 1 pixel, it will make geo clusters. I found that out in my test map and another map I made. It's caused by mapconv compressing the feature bump by 1 pixle so it will 50% of the time make geo cluster...
- 19 Dec 2005, 23:36
- Forum: Game Development
- Topic: ww1
- Replies: 28
- Views: 4294
Just a little something to add. Inoder to impliment railroads, you would have to create a spline type of object that can only be used by a train. It is something that has to be hardcoded into the engine, because all atemps to add it as a little feature would be in vain. It also requires special path...
- 19 Dec 2005, 23:27
- Forum: Engine
- Topic: All .S3O features have flipped polygons
- Replies: 22
- Views: 3267
Your'e not the only one with this problem. All features are incorrectly generated in spring. All S3O files that are used for features are inverted. Here's a tree I made, it looks fine in Upspring, but in Spring it's inverted: In Upspring: http://www.maj.com/gallery/3dbricks/TASPRING/tree_in_ups.png ...
- 17 Dec 2005, 02:04
- Forum: Map Creation
- Topic: Huge problem compiling my map, help needed
- Replies: 17
- Views: 1820
Heres the correct specs, I hope it helps: **All maps in bump format** These are the correct specs for the feature map. ->Feature Map: 1/8 the dimensions of the surface texture(Not plus 1): EX: for 1024x1024 thats a 128x128. GEO is 255 green, and trees are under the green channel. Blue is grass. **Th...