Lego Spring - Page 6

Lego Spring

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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cyclerboy
Posts: 156
Joined: 04 May 2005, 06:38

waffle pwnd

Post by cyclerboy »

i can run spring on Vista WEEEEEEEEEEE im ready for testing gerry
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Thats great! LAN party tomorrow with fozzy. I'll have lvl1 of MAG ready for us to play

(we should probably discuss this with private messages)

...

I've decided that the MAG commander i made sucks, so im making a new one.

And i still dont know what to do about the texture issue...
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

I've figured out that its not my textures, but its the way spring shades the units. And apparently dont-shade "piecenum" doesnt work in spring, so i guess were stuck with it for now...
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Maelstrom
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Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

If your using s3o, just set the self illumination to the max setting. Actually, s3o wouldnt be a bad idea... You could basically make do with just one texture!

Just have a large texture (like 1024 or 2048px big) with little spots of each colour on them, (like 4x4 blocks of each brick colour), and a few different sized brick tops (like 4x4 dot sizes), and a few misc bits like wheels and logos, then you have a uniform texture library like 3do, that actually works in Spring!
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

Yeah... I could s3o stuff for you if you want.
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

I made another pack of textures last night that are a perfect match to the 256bit colors. Looks great now.


How do i do the little team dot thing?
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

An update

Image

Something new
Image
Image

Just shout if you want them.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Oh-ho.. Not bad XD
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Weaver
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Joined: 07 Jul 2005, 21:15

Post by Weaver »

http://www.lego.com/eng/create/gallery/default.asp

There's a lot of dross here, but also a few nice things. Like an AIAT model, which I could adapt.

Made by this guy.
http://www.lego.com/eng/create/gallery/ ... AAC14AC0E0
bwansy
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Joined: 02 May 2006, 05:21

Post by bwansy »

I have a question: does every one of the MAG units have a minifig on it?
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

That depends, im not even done with lvl1 yet. But i planned on lvl1 being all minifig infantry, and then lvl2 being tanks and such.
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Post by bwansy »

MAG Scout Plane. Sorry my ability is limited to designing aircraft, which is exactly what I am studying in U.
Image
Last edited by bwansy on 05 Sep 2006, 20:12, edited 2 times in total.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

LOVE it
make sure to get a genius to script the turrets and also make them moderately weak.
A good example of something along the right lines would be the imperial proton torpedo artillery from EaW
had some weak turrets which it could use ONLY when not using its cannon
that would be good IMO, and make the big cannon take a wee while to set up
(v important you get stuff like this in to make for good gameplay and interesting balance IMO, as thats what this mod is all about, that and blowing the crap out of lego like youa re 7 years old again :D :D :D)
PK Maximoo
Posts: 36
Joined: 24 Sep 2004, 10:11

Post by PK Maximoo »

Sheekel wrote:I am seriously concerned about how well this mod is going to perform on computers, everything seems very high-poly. Right now the normal minifig without guns or vehicle or anything is 440 polygons. I'm still not sure about if that would be sufficient or if i should reduce it more.
As caydr likes reminding people in his ubercomplex modelling thread, poly count isn't THAT draining on resources; you should be fine around 500 polys if necessary, but that head could definitely be simplified.
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Maelstrom wrote:From the little that I understand about scripting, that would be possible, and actually quite easy. Observe (pseudo code):

Code: Select all

hide block_set_0, block_set_1, block_set_2, block_set_3, block_set_4;
Switch (Rand(0,4))
  {
  case 0:
    show block_set_0;
  case 1:
    show block_set_1;
  case 2:
    show block_set_2;
  case 3:
    show block_set_3;
  case 4:
    show block_set_4;
  }

(take from old thread)

Im considering using this switch-case option to have somewhat random block colors, but wouldnt it vastly increase the polygon count if i had to make 4 textured versions of each unit? Or does spring not render polygons "hidden" by the script.

[Edit] Does the scripting system even support switch-case?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Spring doesn't render hidden faces, and no, I don't think BOS supports swtich/case.
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SinbadEV
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Post by SinbadEV »

you can duplicate the effects of a switch/case with a series of if statements so the general principle is still valid.
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Aun
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Joined: 31 Aug 2005, 13:00

Post by Aun »

Check Gundam, Smoth has several models for some buildings.
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

SinbadEV wrote:you can duplicate the effects of a switch/case with a series of if statements so the general principle is still valid.
Do you think it is something worth adding to the mod? Or would it decrease performance or something. Im willing to do the work.
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

if it's just during the create script and it's good enough I think it would deffinitely add to the feel of the thing.
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