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by aGorm
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 ...
by aGorm
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...
by aGorm
13 Jun 2012, 15:41
Forum: Art & Modelling
Topic: Random wip 2012+
Replies: 734
Views: 224326

Re: Random wip 2012+

Image
by aGorm
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...

Image
by aGorm
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...
by aGorm
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.
by aGorm
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. :P
by aGorm
30 May 2012, 17:54
Forum: Art & Modelling
Topic: Random wip 2012+
Replies: 734
Views: 224326

Re: Random wip 2012+

Beherith wrote:Render time AO always fools me though, it can be deceiving when put ingame.
Not sure what your talking about? You mean you dont like AO bakes? Or you do? Or somthign else?
by aGorm
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...
by aGorm
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...
by aGorm
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
by 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...
by aGorm
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.
by aGorm
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...
by aGorm
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...
by aGorm
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 ...
by aGorm
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...
by aGorm
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
by 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

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