Search found 2928 matches
- 07 Sep 2011, 15:55
- Forum: Game Development
- Topic: The aGorm can't code well Thread
- Replies: 44
- Views: 8285
Re: The aGorm can't code well Thread
[f=0000078] WARNING: could not load model "objects3d/cybernaut_h.s3o" (missing file?) [f=0000078] Spring 0.82.7.1 (0.82.7.1) has crashed. [f=0000078] Exception: Access violation (0xc0000005) [f=0000078] Exception Address: 0x007c15a1 :( I broke it... for some reason it thinks the files not...
- 13 Aug 2011, 01:27
- Forum: Off Topic Discussion
- Topic: My Little Pony: Friendship is Magic
- Replies: 21
- Views: 3422
Re: My Little Pony: Friendship is Magic
No, you got it all wrong. Its all about the Racoons. And bucky o'hare.
(Batman was good though as well as ninja turtles.)
(Batman was good though as well as ninja turtles.)
- 05 Aug 2011, 15:06
- Forum: Game Development
- Topic: The aGorm can't code well Thread
- Replies: 44
- Views: 8285
Re: The aGorm can't code well Thread
local function RestoreAfterDelay() Signal(SIG_RESTORE) SetSignalMask(SIG_RESTORE) while (true) do Sleep(RESTORE_DELAY) aiming = 0 Turn(body, 2, 0 ,math.rad(500)) Turn(head, 2, 0, math.rad(150)) Turn(head, 1, 0, math.rad(150)) Turn(R_upper, 3, 0, math.rad(200)) Turn(R_upper, 2, 0, math.rad(200)) Tur...
- 03 Aug 2011, 15:16
- Forum: Game Development
- Topic: The aGorm can't code well Thread
- Replies: 44
- Views: 8285
Re: The aGorm can't code well Thread
OK, so I worked a way around my problem... (by not trying to do it that way, I realised I was being stupid and trying to do somthing I didn't even need) I'm wondering though... is there a limit on the number of threads in a script? Currently I have 4, will going to 5 make it slow down loads if there...
- 27 Jul 2011, 17:25
- Forum: Game Development
- Topic: The aGorm can't code well Thread
- Replies: 44
- Views: 8285
Re: The aGorm can't code well Thread
... hmmm, OK, is there some way I can include the code (IE, like in PHP you might do an include of say your page headers, so there all referencing one file? Although in this case I just want to reference a block of code elsewere in the script...)
aGorm
aGorm
- 27 Jul 2011, 15:32
- Forum: Game Development
- Topic: The aGorm can't code well Thread
- Replies: 44
- Views: 8285
Re: The aGorm can't code well Thread
Yep... more questions for you coding gurus out there... I have a function and I want it to call another function. Example: function script.AimWeapon1( heading, pitch ) --make sure the aiming animation is only run once Signal(SIG_AIM) Signal(SIG_SWING) SetSignalMask(SIG_AIM) if heading < math.rad(180...
- 22 Jul 2011, 17:06
- Forum: Game Development
- Topic: CEG Muzzle flare... how the hell do you add one.
- Replies: 20
- Views: 3002
Re: CEG Muzzle flare... how the hell do you add one.
http://pastebin.com/rQDqyDtB
Succses! Not the final effect, but I atleast got it to work as expected! Have to remember that when using CExpGenSpawner you have to pass on things like "dir" into the ceg your calling... or it wont work and will bug you for days...
aGorm
Succses! Not the final effect, but I atleast got it to work as expected! Have to remember that when using CExpGenSpawner you have to pass on things like "dir" into the ceg your calling... or it wont work and will bug you for days...
aGorm
- 21 Jul 2011, 15:42
- Forum: Game Development
- Topic: CEG Muzzle flare... how the hell do you add one.
- Replies: 20
- Views: 3002
Re: CEG Muzzle flare... how the hell do you add one.
Thats one of the threads I was looking at yes... (I do use the forum search you know... ). I can't spot what I've done differently from anyone elses...
aGorm
aGorm
- 21 Jul 2011, 15:10
- Forum: Game Development
- Topic: CEG Muzzle flare... how the hell do you add one.
- Replies: 20
- Views: 3002
Re: CEG Muzzle flare... how the hell do you add one.
http://pastebin.com/nPEN65kh OK, having looked through more examples (namely: http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/effects/barney.lua http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/effects/annabelle.lua ) I thought maybe I was on teh right track, but I still can'...
- 20 Jul 2011, 15:15
- Forum: Game Development
- Topic: CEG Muzzle flare... how the hell do you add one.
- Replies: 20
- Views: 3002
Re: CEG Muzzle flare... how the hell do you add one.
After a lot of faf I got it to point in the right direction... (put the flare inside another empty object and rotated that parent... only way it seemed to work!) Now I'm wondering... anyone have an example of how you use "CExpGenSpawner" to que up several effects # You can animate an explo...
- 08 Jul 2011, 18:41
- Forum: Game Development
- Topic: CEG Muzzle flare... how the hell do you add one.
- Replies: 20
- Views: 3002
Re: CEG Muzzle flare... how the hell do you add one.
I noticed rotating the emit peice gave no joy... hence the post. I shall try re-adding/rotating the point in upspring to see what happens.
aGorm
aGorm
- 08 Jul 2011, 13:45
- Forum: Game Development
- Topic: CEG Muzzle flare... how the hell do you add one.
- Replies: 20
- Views: 3002
Re: CEG Muzzle flare... how the hell do you add one.
I guess the silence means no one knows an answer...
- 07 Jul 2011, 15:20
- Forum: Game Development
- Topic: CEG Muzzle flare... how the hell do you add one.
- Replies: 20
- Views: 3002
Re: CEG Muzzle flare... how the hell do you add one.
aGorm
- 06 Jul 2011, 18:23
- Forum: Game Development
- Topic: CEG Muzzle flare... how the hell do you add one.
- Replies: 20
- Views: 3002
Re: CEG Muzzle flare... how the hell do you add one.
Thanks guys... knorke you are legend.
FLOZi, nope this is a one of flare. Why what were you going to suggest? (As I may still need a default one for some guns I expect...)
FLOZi, nope this is a one of flare. Why what were you going to suggest? (As I may still need a default one for some guns I expect...)
- 06 Jul 2011, 15:13
- Forum: Game Development
- Topic: CEG Muzzle flare... how the hell do you add one.
- Replies: 20
- Views: 3002
CEG Muzzle flare... how the hell do you add one.
OK, can someone link me to how you use CEG's? More specificaly, for a muzzle flare? In Lua? Maybe I just sux, but I can't seem to piece together the workings from what I can find here.
aGorm
aGorm
- 24 Jun 2011, 12:04
- Forum: Game Development
- Topic: Normal Maps... how to add
- Replies: 18
- Views: 1750
Re: Normal Maps... how to add
No problem.
For some reason the dds one looks lighter, but otherwise the same... not sure why teh conversion would do that.
aGorm
::::EDIT:::: Thuther to this... I re-re-exported them adn now they work fine... must have been some weird glitch.
For some reason the dds one looks lighter, but otherwise the same... not sure why teh conversion would do that.
aGorm
::::EDIT:::: Thuther to this... I re-re-exported them adn now they work fine... must have been some weird glitch.
- 24 Jun 2011, 00:14
- Forum: Game Development
- Topic: Normal Maps... how to add
- Replies: 18
- Views: 1750
Re: Normal Maps... how to add
No, (I did have that but i dorted that out...)
This is that (if you look carfully) the bright side of the model (IE thats lit by the sun) is also the side with the shadows. IE, the lit source is on the left, but the light is showing on the right on the models.
aGorm
This is that (if you look carfully) the bright side of the model (IE thats lit by the sun) is also the side with the shadows. IE, the lit source is on the left, but the light is showing on the right on the models.
aGorm
- 23 Jun 2011, 15:19
- Forum: Game Development
- Topic: Normal Maps... how to add
- Replies: 18
- Views: 1750
Re: Normal Maps... how to add
OK, so you though the questions had stoped right? well your wrong.. I'm back with whole new problem! error.jpg For some reason, after I converted the normal maps to dds, all the normals seem to be backwards... (See how the sunny side is the same as the side with shadows...) I'm assumeing that it's s...
- 19 Jun 2011, 01:00
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1221387
Re: Random WIP
Not to say this isn't the best thing since sliced chorizo Beherith, but what would be the odds of also desaturating the features out of los?? Then it would be even more epic.
aGorm
aGorm
- 17 Jun 2011, 18:41
- Forum: Game Development
- Topic: The aGorm can't code well Thread
- Replies: 44
- Views: 8285
Re: The aGorm can't code well Thread
OK, so i found the bug. local function walk() [color=#BF0000]Sleep (math.random(100))[/color] Signal(SIG_WALK) SetSignalMask(SIG_WALK) while (true) do For some reason this sleep causes it to trigger? I don't know why though. I was using it to desynce the walk cycles so large groups would look odd, (...