Lego Spring
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waffle pwnd
i can run spring on Vista WEEEEEEEEEEE im ready for testing gerry
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!
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!
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
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
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)
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)
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- Posts: 36
- Joined: 24 Sep 2004, 10:11
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 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.
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?