Lego Spring
Moderator: Moderators
Hat/Cap colour maybe?Sheekel wrote:Maelstrom wrote:What about setting the colour of the pants or shorts to the team colour? And for the tanks, do what you did with the block launchers, make the turret one colour with a band of team colour on it. The blocks are just to invasive.
That just gave me an awesome idea! Arm/leg bands! A stripe across the upper arms in team color.
Or if it is possible with scripting, to ignore team colour and have different texture and clothing style base on team?
For vehicles I am ok with having a team coloured part.
Cyclerboy, how are you doing on buildpics?
(He lives 5 minutes away from me and I requested that he take buildpics because he can run all settings on full, and it looks awesome!)
Also, i'll be looking for a couple of people to help test the first release soon, preferably people who know something about balance...because I do not.
(He lives 5 minutes away from me and I requested that he take buildpics because he can run all settings on full, and it looks awesome!)
Also, i'll be looking for a couple of people to help test the first release soon, preferably people who know something about balance...because I do not.
link to LegoSpring video:
http://files.ww.com/files/21259.html
http://files.ww.com/files/21259.html
ok heres another video, only 15 mb, it well be the last one unitl we get more stuff into this mod.
http://files.ww.com/files/21266.html
http://files.ww.com/files/21266.html
This isn't totally on topic, but I've got an MLCad question from my own sideproject based on this mod idea. If you have a part of a model that is hinged, how do you properly rotate the whole group of connected blocks with the hinge axis as the center of rotation? I can do this with the single hinge pieces alone (they're built to rotate around the hinge center), but selecting a connected group of blocks and then rotating will cause them to rotate around the center of the whole group, which completely destroys alignment. And without a proper "undo" feature in MLCad I had to completely scrap a virtually complete model because of making such a mistake. 
I guess I should really be asking this in an MLCad forum or something, but I've seen a number of MLCad screenshots from some of you that indicate you figured out how to make it work right.

I guess I should really be asking this in an MLCad forum or something, but I've seen a number of MLCad screenshots from some of you that indicate you figured out how to make it work right.