Search found 2928 matches
- 18 Aug 2012, 16:20
- Forum: Game Development
- Topic: What changed between .87 and .89 to cause this
- Replies: 2
- Views: 954
What changed between .87 and .89 to cause this
! change Spring.GetUnitPosition to return a unit's base-position by default, like .GetFeaturePosition does for features (this is usually a point on the model closer to the ground than its mid-position, so may affect some Lua drawing code) I think this has borked my script, but I'm not sure what it ...
- 21 Jun 2012, 14:48
- Forum: General Discussion
- Topic: Could not delete off-screen rendering context... WHY!!!!
- Replies: 1
- Views: 1556
Could not delete off-screen rendering context... WHY!!!!
[f=0000000] CSMFGroundTextures::ConvolveHeightMap: 5 ms [f=0000000] Switching to ROAM Mesh Rendering [f=0000000] Creating TreeDrawer [f=0000000] Creating ProjectileDrawer & UnitDrawer [f=0000000] Creating Projectile Textures Error: Spring: OpenGL content Could not delete off-screen rendering co...
- 13 Jun 2012, 15:41
- Forum: Art & Modelling
- Topic: Random wip 2012+
- Replies: 734
- Views: 224326
- 08 Jun 2012, 15:07
- Forum: Art & Modelling
- Topic: Random wip 2012+
- Replies: 734
- Views: 224326
Re: Random wip 2012+
And it's in game... I'm getting better at doing these quicker...
- 01 Jun 2012, 15:12
- Forum: Art & Modelling
- Topic: Random wip 2012+
- Replies: 734
- Views: 224326
Re: Random wip 2012+
Well, I was just going to do it like this... http://springrts.com/phpbb/download/file.php?mode=view&id=7231&sid=1f3ad2546fdd1284460586853a7fe181 As I didn't want it to be a jumble of colours, or to confuse people over its team... Also due to a certain amount of UV space sharing its not possi...
- 01 Jun 2012, 09:19
- Forum: Art & Modelling
- Topic: Random wip 2012+
- Replies: 734
- Views: 224326
Re: Random wip 2012+
Don't worry Sinbad I already tryed your method and it worked exactly as I wanted. Just texturing it at the mo.
- 30 May 2012, 23:08
- Forum: Art & Modelling
- Topic: Random wip 2012+
- Replies: 734
- Views: 224326
Re: Random wip 2012+
Rubix is for the robot side... hence the x (more sci-fi...)
Or I can't spell, take your pick.
Or I can't spell, take your pick.
- 30 May 2012, 17:54
- Forum: Art & Modelling
- Topic: Random wip 2012+
- Replies: 734
- Views: 224326
Re: Random wip 2012+
Not sure what your talking about? You mean you dont like AO bakes? Or you do? Or somthign else?Beherith wrote:Render time AO always fools me though, it can be deceiving when put ingame.
- 30 May 2012, 16:41
- Forum: Art & Modelling
- Topic: Random wip 2012+
- Replies: 734
- Views: 224326
Re: Random wip 2012+
Hi Smoth, yep thats what I planed... was about to clarify what i wanted, but sinbad has the answer :-) I guess the first was 45 but didn't know the question to ask google for the other. Now the the cybernauts can solve there rubix cube to unlock new tech... (wont actully texture it as a rubix... tha...
- 30 May 2012, 15:29
- Forum: Art & Modelling
- Topic: Random wip 2012+
- Replies: 734
- Views: 224326
Re: Random wip 2012+
http://springrts.com/phpbb/download/file.php?mode=view&id=7227&sid=bdc2958e3473a616d96aa9fd4dcf7d5f So I'm back doing more models for a bit. Just a few more before I have the cybernauts finished (well, I'll have enough units to make the side feature complete, there will prob be a few more u...
- 13 Apr 2012, 15:40
- Forum: Art & Modelling
- Topic: aGorm Mod Images
- Replies: 122
- Views: 55946
Re: aGorm Mod Images
http://www.youtube.com/watch?v=7V-ONf1A ... e=youtu.be
Thanks to knorke, Smoth, and the Zero-K guys, and everyone else who has kept the faith, I have something aproximating a game...
Now to power on and finish this race and get the bears in game.
aGorm
Thanks to knorke, Smoth, and the Zero-K guys, and everyone else who has kept the faith, I have something aproximating a game...
Now to power on and finish this race and get the bears in game.
aGorm
- 11 Apr 2012, 15:19
- Forum: Art & Modelling
- Topic: aGorm Mod Images
- Replies: 122
- Views: 55946
Re: aGorm Mod Images
Is there a decent tutorial on how you use lups and ceg's? I want to get away from the built in effects but after looking in zero-k I can see an increadible array of differnt things and not much in the way of explanations on how you put things together...
- 30 Mar 2012, 10:38
- Forum: Game Development
- Topic: Weapon Arcs on top of weapon arcs
- Replies: 5
- Views: 1094
Re: Weapon Arcs on top of weapon arcs
Had a horrible feeling it would be one. I'll have a look to see if I can find out what its targeting and if I can make it keep polling through till it finds a valid target.
- 29 Mar 2012, 18:35
- Forum: Game Development
- Topic: Weapon Arcs on top of weapon arcs
- Replies: 5
- Views: 1094
Re: Weapon Arcs on top of weapon arcs
[1]={name = "Basic Laser", onlyTargetCategory = [[LAND]], }, }, [2]={name = "Basic Laser", onlyTargetCategory = [[LAND]], mainDir = [[0 0 1]], maxAngleDif = 90, }, }, OK, heres the two weapons, 1 can fire anywhere, 2 can shoot in an arc of 90 forwards. However becasue weapon 2 i...
- 29 Mar 2012, 15:40
- Forum: Game Development
- Topic: Weapon Arcs on top of weapon arcs
- Replies: 5
- Views: 1094
Weapon Arcs on top of weapon arcs
OK, question, I have a two turrets one mounted on the other... http://www.youtube.com/watch?v=dmPrPH-g4NA&feature=g-upl&context=G2a2b97eAUAAAAAAAAAA - video doesn't show actully firing, just a reference so you can see the turret set up. I know what your thinking thats 1 turret, with four gun...
- 26 Mar 2012, 22:40
- Forum: Art & Modelling
- Topic: aGorm Mod Images
- Replies: 122
- Views: 55946
Re: aGorm Mod Images
Basicly there are 3 points in the root of the moddel are that are the targets for the feet, every third(ish) of a second the script reads in the position of 1 of these points and compares the cordinates with the units cordinates (meaning each foot recives new cordinates every second, each offset by ...
- 26 Mar 2012, 16:33
- Forum: Art & Modelling
- Topic: aGorm Mod Images
- Replies: 122
- Views: 55946
- 22 Mar 2012, 15:22
- Forum: Game Development
- Topic: Angles, Directions, Trig...
- Replies: 9
- Views: 1404
Re: Angles, Directions, Trig...
Woohahahha it works. After a lot of head banging I have 3 legs positioned with the power of math! It's strange how you forget how trig works when you havn't done it for 10 years... not that this pic explains much but the legs are positioned by the numbers echoing at the top, which are worked out fro...
- 22 Mar 2012, 14:24
- Forum: Game Development
- Topic: Angles, Directions, Trig...
- Replies: 9
- Views: 1404
Re: Angles, Directions, Trig...
That explains why when I tryed it with heading everything went weird... I assumed it returned in radians.
aGorm
aGorm
- 22 Mar 2012, 13:56
- Forum: Game Development
- Topic: Angles, Directions, Trig...
- Replies: 9
- Views: 1404
Re: Angles, Directions, Trig...
Thanks... out of intrest whats the /32768 for? Just some magic constant?
aGorm
aGorm