Resource thread.
Moderator: Moderators
Resource thread.
This is a thread for people to post resources that they wish to release under creative commons for other spring projects to use.
Comments on this thread should now go: here.
If you are having issues with the explosion scripts be sure to add the necessary graphical files in the bmp directory and the references into your resources.tdf
Comments on this thread should now go: here.
If you are having issues with the explosion scripts be sure to add the necessary graphical files in the bmp directory and the references into your resources.tdf
Last edited by smoth on 25 Jun 2007, 19:51, edited 2 times in total.
Effects files from gundam 1.1


steven (smoth) Smith, release these files into creative commons, with one condition that you tell others where you aquired them so they can also use these files. Enjoy the fx scripts and art.
CREATIVE COMMONS LICENSE

-Smoth
download availble here
Last edited by smoth on 18 Jan 2007, 22:14, edited 3 times in total.
Kampfer run animation with dust particle poof
http://cs.selu.edu/~ssmith/BB/files/screen.gif
Animation in action
This file uses the dirt particle
steven (smoth) Smith, release this script into creative commons, with one condition that you tell others where you aquired them so they can also use these files. Enjoy the script.
CREATIVE COMMONS LICENSE

-Smoth
Animation in action
This file uses the dirt particle
Code: Select all
static-var ISMOVING, bAiming, terraintype, bCanAim;
#define dirt 1024+0
/*------------------------------------------------------
/ run animations
/-----------------------------------------------------*/
walk()
{
turn right_l to y-axis <0> speed <135>;
turn left_l to y-axis <0> speed <130>;
turn right_l to z-axis <0> speed <135>;
turn left_l to z-axis <0> speed <130>;
turn foot_l to z-axis <0> speed <130>;
turn foot_r to z-axis <0> speed <130>;
turn base to x-axis <25> speed <395>;
turn r_forearm to x-axis <-55> speed <350>;
turn l_forearm to x-axis <-55> speed <350>;
turn rlgun2 to x-axis <35> speed <350>;
turn rlgun1 to x-axis <35> speed <350>;
if(ISMOVING)
{
turn base to y-axis <0> speed <395>;
turn right to x-axis <0> speed <150>;
turn left to x-axis <45> speed <450>;
turn left_l to x-axis <-50> speed <430>;
turn shin_l to x-axis <40> speed <330>;
turn foot_l to x-axis <20> speed <535>;
emit-sfx dirt from dustr;
turn foot_r to x-axis <-20> speed <535>;
turn base to y-axis <5> speed <395>;
turn right_l to x-axis <75> speed <395>;
turn shin_r to x-axis <20> speed <330>;
turn foot_l to x-axis <25> speed <535>;
sleep 240;
}
if(ISMOVING)
{
turn base to y-axis <0> speed <395>;
turn right to x-axis <45> speed <450>;
turn left to x-axis <0> speed <150>;
turn right_l to x-axis <-50> speed <430>;
turn shin_r to x-axis <40> speed <435>;
turn foot_r to x-axis <20> speed <535>;
emit-sfx dirt from dustl;
turn foot_l to x-axis <-20> speed <535>;
turn base to y-axis <-5> speed <395>;
turn left_l to x-axis <75> speed <395>;
turn shin_l to x-axis <20> speed <330>;
turn foot_r to x-axis <25> speed <535>;
sleep 240;
}
turn right to x-axis <0> speed <350>;
turn left to x-axis <0> speed <350>;
}
waterwalk()
{
turn right_l to y-axis <0> speed <135>;
turn left_l to y-axis <0> speed <130>;
turn right_l to z-axis <0> speed <135>;
turn left_l to z-axis <0> speed <130>;
turn foot_l to z-axis <0> speed <130>;
turn foot_r to z-axis <0> speed <130>;
turn base to x-axis <25> speed <395>;
turn r_forearm to x-axis <-55> speed <350>;
turn l_forearm to x-axis <-55> speed <350>;
turn rlgun2 to x-axis <35> speed <350>;
turn rlgun1 to x-axis <35> speed <350>;
if(ISMOVING)
{
turn right to x-axis <45> speed <550>;
turn left to x-axis <45> speed <550>;
turn left_l to x-axis <50> speed <430>;
turn shin_l to x-axis <40> speed <330>;
turn foot_l to x-axis <20> speed <535>;
turn right_l to x-axis <50> speed <430>;
turn shin_r to x-axis <40> speed <330>;
turn foot_r to x-axis <20> speed <535>;
emit-sfx kampfertail from thrust1;
emit-sfx kampfertail from thrust2;
emit-sfx kampfertail from thrust3;
emit-sfx dirt from dustr;
emit-sfx dirt from dustl;
sleep 240;
}
turn right to x-axis <0> speed <235>;
turn left to x-axis <0> speed <230>;
}
watershoot()
{
turn right_l to y-axis <0> speed <135>;
turn left_l to y-axis <0> speed <130>;
turn right_l to z-axis <0> speed <135>;
turn left_l to z-axis <0> speed <130>;
turn foot_l to z-axis <0> speed <130>;
turn foot_r to z-axis <0> speed <130>;
turn r_forearm to x-axis <0> speed <350>;
turn l_forearm to x-axis <0> speed <350>;
turn rlgun2 to x-axis <0> speed <350>;
turn rlgun1 to x-axis <0> speed <350>;
if(ISMOVING)
{
turn rlgun2 to x-axis <0> speed <350>;
turn rlgun1 to x-axis <0> speed <350>;
turn left_l to x-axis <50> speed <430>;
turn shin_l to x-axis <40> speed <330>;
turn foot_l to x-axis <20> speed <535>;
turn right_l to x-axis <50> speed <430>;
turn shin_r to x-axis <40> speed <330>;
turn foot_r to x-axis <20> speed <535>;
emit-sfx dirt from dustr;
emit-sfx dirt from dustl;
sleep 240;
}
}
shootwalk()
{
turn right_l to y-axis <0> speed <135>;
turn left_l to y-axis <0> speed <130>;
turn right_l to z-axis <0> speed <135>;
turn left_l to z-axis <0> speed <130>;
turn foot_l to z-axis <0> speed <130>;
turn foot_r to z-axis <0> speed <130>;
turn rlgun2 to x-axis <0> speed <350>;
turn rlgun1 to x-axis <0> speed <350>;
turn r_forearm to x-axis <0> speed <350>;
turn l_forearm to x-axis <0> speed <350>;
turn rlgun2 to x-axis <0> speed <350>;
turn rlgun1 to x-axis <0> speed <350>;
if(ISMOVING)
{
turn left_l to x-axis <-50> speed <430>;
turn shin_l to x-axis <40> speed <330>;
turn foot_l to x-axis <20> speed <535>;
emit-sfx dirt from dustr;
turn foot_r to x-axis <-20> speed <535>;
turn right_l to x-axis <75> speed <395>;
turn shin_r to x-axis <20> speed <330>;
turn foot_l to x-axis <25> speed <535>;
sleep 240;
}
if(ISMOVING)
{
turn right_l to x-axis <-50> speed <430>;
turn shin_r to x-axis <40> speed <435>;
turn foot_r to x-axis <20> speed <535>;
emit-sfx dirt from dustl;
turn foot_l to x-axis <-20> speed <535>;
turn left_l to x-axis <75> speed <395>;
turn shin_l to x-axis <20> speed <330>;
turn foot_r to x-axis <25> speed <535>;
sleep 240;
}
}
stopwalk ()
{
turn base to x-axis <0> speed <395>;
turn foot_l to x-axis <0> speed <395>;
turn foot_r to x-axis <0> speed <395>;
turn right_l to x-axis <0> speed <235>;
turn left_l to x-axis <0> speed <230>;
turn shin_l to x-axis <0> speed <235>;
turn shin_r to x-axis <0> speed <230>;
turn r_forearm to x-axis <0> speed <350>;
turn l_forearm to x-axis <0> speed <350>;
turn rlgun2 to x-axis <0> speed <350>;
turn rlgun1 to x-axis <0> speed <350>;
turn right_l to y-axis <-20> speed <135>;
turn left_l to y-axis <20> speed <130>;
turn right_l to z-axis <3> speed <135>;
turn left_l to z-axis <-3> speed <130>;
turn foot_l to z-axis <3> speed <130>;
turn foot_r to z-axis <-3> speed <130>;
}
stopwater()
{
turn base to x-axis <0> speed <395>;
turn foot_l to x-axis <40> speed <395>;
turn foot_r to x-axis <40> speed <395>;
turn right_l to x-axis <0> speed <235>;
turn left_l to x-axis <0> speed <230>;
turn shin_l to x-axis <0> speed <235>;
turn shin_r to x-axis <0> speed <230>;
turn r_forearm to x-axis <-55> speed <350>;
turn l_forearm to x-axis <-55> speed <350>;
turn rlgun2 to x-axis <25> speed <350>;
turn rlgun1 to x-axis <25> speed <350>;
turn right_l to y-axis <-10> speed <135>;
turn left_l to y-axis <10> speed <130>;
turn right_l to z-axis <5> speed <135>;
turn left_l to z-axis <-5> speed <130>;
turn foot_l to z-axis <5> speed <130>;
turn foot_r to z-axis <-5> speed <130>;
emit-sfx dirt from dustr;
emit-sfx dirt from dustl;
}
/*------------------------------------------------------
/ motion functions
/-----------------------------------------------------*/
StartMoving()
{ ISMOVING = TRUE; }
StopMoving()
{ ISMOVING = FALSE; }
Flamingass()
{
while(TRUE)
{
if (terraintype == 2 || terraintype == 3)
{
emit-sfx kampfertail from thrust1;
emit-sfx kampfertail from thrust2;
emit-sfx kampfertail from thrust3;
emit-sfx kampfertail from thrust4;
emit-sfx kampfertail from thrust5;
emit-sfx kampfertail from thrust6;
}
sleep 130;
}
}
MotionControl(pheh)
{
pheh = 1;
while (pheh)
{
IF (ISMOVING)
{
IF (baiming && (terraintype == 1 || terraintype == 4))
{
bCanAim = TRUE;
CALL-SCRIPT shootwalk();
}
else if ((terraintype == 1 || terraintype == 4))
{
bCanAim = FALSE;
CALL-SCRIPT walk();
}
IF (baiming && (terraintype == 2 || terraintype == 3))
{
bCanAim = TRUE;
CALL-SCRIPT watershoot();
}
else if (terraintype == 2 || terraintype == 3)
{
bCanAim = FALSE;
CALL-SCRIPT waterwalk();
}
}
else if (terraintype == 1 || terraintype == 4)
{
bCanAim = TRUE;
CALL-SCRIPT stopwalk();
}
else if (terraintype == 2 || terraintype == 3)
{
bCanAim = TRUE;
CALL-SCRIPT stopwater();
if(!baiming)
{
turn l_forearm to x-axis <-40> speed <250>;
turn r_forearm to x-axis <-40> speed <250>;
}
}
sleep 10;
}
}
setSFXoccupy(setSFXoccupy_argument)
{
terraintype = setSFXoccupy_argument;
//2 = Moving over water
//4 = Moving over land
}
/*
notes on this function:
setSFXoccupy(setSFXoccupy_argument)
{
terrain_code = setSFXoccupy_argument;
1 = Moving from water to land
2 = Moving over water
3 = Moving from land to water
4 = Moving over land
}*/
//------------------------------------------------------
//start ups :)
//------------------------------------------------------
Create()
{
// Initial State
ISMOVING = FALSE;
bAiming = FALSE;
bCanAim = TRUE;
start-script MotionControl();
start-script setSFXoccupy();
start-script Flamingass();
}
CREATIVE COMMONS LICENSE

-Smoth
Last edited by smoth on 23 Dec 2006, 08:50, edited 3 times in total.
Units that move faster in water then they would on land.
if your unit has: upright =1
if your unit does not have: upright =1
steven (smoth) Smith, release this script piece into creative commons, with one condition that you tell others where you acquired them so they can also use these files. Enjoy the script piece
CREATIVE COMMONS LICENSE

Code: Select all
static-var terraintype;
setSFXoccupy(setSFXoccupy_argument)
{
terraintype = setSFXoccupy_argument;
if(terraintype == 2)
{ SET MAX_SPEED to [4]; }
else
{ SET MAX_SPEED to [1.6]; }
}
Create()
{
start-script setSFXoccupy();
}
Code: Select all
waterboost()
{
if(get GROUND_HEIGHT(get PIECE_XZ(head)) <= 0)
{ SET MAX_SPEED to [4]; }
else
{ SET MAX_SPEED to [1.6]; }
}
Create()
{
start-script waterboost();
}
CREATIVE COMMONS LICENSE

Last edited by smoth on 23 Dec 2006, 08:51, edited 2 times in total.





Get the here
These models are old but may still be usefull to some people. So....
steven (smoth) Smith, release these models and textures into creative commons, with one condition that you tell others where you acquired them so they can also use these files. Enjoy the models and textures.
CREATIVE COMMONS LICENSE

Last edited by smoth on 04 Feb 2007, 20:55, edited 4 times in total.

new bomb explosion
Code: Select all
[verticalbomb]
{
[pop]
{
class=heatcloud;
[properties]
{
texture=redexplo;
heat = 10;
maxheat = 15;
heatFalloff = 0.5;
size = 90;
sizeGrowth = 0.9;
pos = r-2 r2, 5, r-2 r2;
speed=0, 1 0, 0;
}
air=1;
water=1;
ground=1;
count=1;
}
[pillar]
{
class=heatcloud;
[properties]
{
texture=redexplo;
heat = 15;
maxheat = 15;
heatFalloff = 2.5;
size = 90;
sizeGrowth = -11;
pos = 0,-100 i12, 0;
speed=0, 25, 0;
}
air=1;
water=1;
ground=1;
count=8;
}
[smoke]
{
[properties]
{
color = 0.3;
ageSpeed=0.15;
size = 63;
sizeGrowth = -25;
pos = 0,-130 i13,0;
speed=0, 27, 0;
}
air=1;
water=1;
ground=1;
count=10;
}
[POOF00]
{
class=CSimpleParticleSystem;
[properties]
{
Texture=randdots;
colorMap = 1.0 1.0 1.0 0.04 0.5 0.5 0.2 0.01 0.5 0.1 0.1 0.01;
pos = 0, 2, 0;
gravity = 0, -0.005, 0;
emitVector = 0, 1, 0;
emitRot = 45;
emitRotSpread = 32;
sizeGrowth = 0.8;
sizeMod = 1.0;
airdrag = 0.8;
particleLife = 5;
particleLifeSpread = 16;
numParticles = 16;
particleSpeed = 16;
particleSpeedSpread = 3;
particleSize = 5;
particleSizeSpread = 0;
directional = 0;
useAirLos = 0;
}
air=1;
ground=1;
count=1;
}
[dirt]
{
[properties]
{
size=20;
color=0.2, 0.1, 0.05;
alphaFalloff=2;
speed= r1.5 r-1.5, 2, r1.5 r-1.5;
pos=r-10 r10, 0, r-10 r10;
}
ground=1;
count=4;
}
[groundflash]
{
ttl = 17;
flashSize = 120;
flashAlpha = 0.9;
circleGrowth = 8;
circleAlpha = 0.5;
color = 1, 0.3, 0;
air=1;
ground=1;
water=1;
}
}
CREATIVE COMMONS LICENSE

You will need the explosion files listed at the top of this thread along with the image(randdots.tga) that is included with spring.
-Smoth

Gas Bomb
Code: Select all
[gascloud]
{
[BOOM]
{
class=heatcloud;
[properties]
{
texture=3explo;
heat = 10;
maxheat = 15;
heatFalloff = 0.2;
size = 150;
sizeGrowth = 0.9;
pos = r-2 r2, 5, r-2 r2;
speed=0, 1 0, 0;
}
air=1;
water=1;
ground=1;
count=1;
}
[firepoof2]
{
class=CSimpleParticleSystem;
[properties]
{
Texture=3explo;
colorMap = 0.2 1.0 0.2 0.04 0.7 0.9 0.2 0.01 0.2 0.6 0.1 0.01;
pos = 0, 5, 0;
gravity = 0, -0.005, 0;
emitVector = 0, 1, 0;
emitRot = 60;
emitRotSpread = 32;
sizeGrowth = 0.8;
sizeMod = 1.0;
airdrag = 0.8;
particleLife = 7;
particleLifeSpread = 16;
numParticles = 16;
particleSpeed = 22;
particleSpeedSpread = 1;
particleSize = 66;
particleSizeSpread = 0;
directional = 0;
useAirLos = 0;
}
air=1;
ground=1;
water=1;
count=1;
}
[firepoof]
{
class=CSimpleParticleSystem;
[properties]
{
Texture=randdots;
colorMap = 0.2 1.0 0.2 0.04 0.7 0.9 0.2 0.01 0.2 0.6 0.1 0.01;
pos = 0, 5, 0;
gravity = 0, -0.005, 0;
emitVector = 0, 1, 0;
emitRot = 60;
emitRotSpread = 32;
sizeGrowth = 0.8;
sizeMod = 1.0;
airdrag = 0.8;
particleLife = 7;
particleLifeSpread = 16;
numParticles = 16;
particleSpeed = 32;
particleSpeedSpread = 5;
particleSize = 55;
particleSizeSpread = 0;
directional = 0;
useAirLos = 0;
}
air=1;
ground=1;
count=1;
}
[dirtypoof]
{
class=dirt;
[properties]
{
size=40;
color=0.2, 0.1, 0.0;
alphaFalloff=2;
speed= r3.5 r-3.5, 2, r3.5 r-3.5;
pos=r-100 r100, 0, r-100 r100;
}
ground=1;
count=20;
}
[WATERPOOF]
{
class=CSimpleParticleSystem;
[properties]
{
Texture=redexplo;
colorMap = 0.0 1.0 0.0 0.04 0.7 1.0 0.2 0.01 0.5 0.8 0.2 0.01;
pos = 0, 5, 0;
gravity = 0, -0.005, 0;
emitVector = 0, 1, 0;
emitRot = 60;
emitRotSpread = 32;
sizeGrowth = 0.8;
sizeMod = 1.0;
airdrag = 0.8;
particleLife = 7;
particleLifeSpread = 16;
numParticles = 32;
particleSpeed = 32;
particleSpeedSpread = 16;
particleSize = 50;
particleSizeSpread = 0;
directional = 0;
useAirLos = 0;
}
water=1;
count=1;
}
[watersplash]
{
class=dirt;
[properties]
{
size=80;
color=0.7, 0.7, 1.0;
alphaFalloff=2;
speed= r0.5 r-0.5, 2, r0.5 r-0.5;
pos=r-100 r100, 0, r-100 r100;
}
water=1;
count=20;
}
[groundflash]
{
ttl = 30;
flashSize = 160;
flashAlpha = 0.9;
circleGrowth = 5;
circleAlpha = 0.9;
color = 0.2, 1.0, 0.1;
air=1;
ground=1;
water=1;
}
}
CREATIVE COMMONS LICENSE

You will need the explosion files listed at the top of this thread along with the image(randdots.tga) that is included with spring.
-Smoth

Effect for LordLemmi, "earthquake bomb," I was told he wanted a red explosion to represent an earthquake missile hitting. I figured.. nothing better then molten hot *DR EVIL* mag-maaah*/DR EVIL* coming out with the impact

Code: Select all
[earthquakegun]
{
[pop]
{
class=heatcloud;
[properties]
{
texture=redexplo;
heat = 10;
maxheat = 15;
heatFalloff = 0.5;
size = 300;
sizeGrowth = 0.9;
pos = r-2 r2, 5, r-2 r2;
speed=0, 1 0, 0;
}
air=1;
water=1;
ground=1;
count=1;
}
[POOF00]
{
class=CSimpleParticleSystem;
[properties]
{
Texture=flare;
colorMap = 1.0 0.0 0.0 0.04 1.0 0.2 0.2 0.01;
pos = 0, 2, 0;
gravity = 0, -0.005, 0;
emitVector = 0, 1, 0;
emitRot = 45;
emitRotSpread = 32;
sizeGrowth = 0.8;
sizeMod = 1.0;
airdrag = 0.8;
particleLife = 5;
particleLifeSpread = 16;
numParticles = 128;
particleSpeed = 16;
particleSpeedSpread = 16;
particleSize = 1;
particleSizeSpread = -0.3;
directional = 0;
useAirLos = 0;
}
air=1;
ground=1;
count=1;
}
[firepoof]
{
class=CSimpleParticleSystem;
[properties]
{
Texture=randdots;
colorMap = 1.0 1.0 0.8 0.04 0.7 0.5 0.2 0.01 0.7 0.1 0.1 0.01;
pos = 0, 5, 0;
gravity = 0, -0.005, 0;
emitVector = 0, 1, 0;
emitRot = 60;
emitRotSpread = 32;
sizeGrowth = 0.8;
sizeMod = 1.0;
airdrag = 0.8;
particleLife = 7;
particleLifeSpread = 16;
numParticles = 32;
particleSpeed = 32;
particleSpeedSpread = 16;
particleSize = 25;
particleSizeSpread = 0;
directional = 0;
useAirLos = 0;
}
air=1;
ground=1;
count=1;
}
[dirtypoof]
{
class=dirt;
[properties]
{
size=40;
color=0.2, 0.1, 0.05;
alphaFalloff=2;
speed= r0.5 r-0.5, 2, r0.5 r-0.5;
pos=r-100 r100, 0, r-100 r100;
}
ground=1;
count=20;
}
[WATERPOOF]
{
class=CSimpleParticleSystem;
[properties]
{
Texture=randdots;
colorMap = 1.0 1.0 1.0 0.04 0.8 0.8 1.0 0.01 0.5 0.5 0.6 0.01;
pos = 0, 5, 0;
gravity = 0, -0.005, 0;
emitVector = 0, 1, 0;
emitRot = 60;
emitRotSpread = 32;
sizeGrowth = 0.8;
sizeMod = 1.0;
airdrag = 0.8;
particleLife = 7;
particleLifeSpread = 16;
numParticles = 32;
particleSpeed = 32;
particleSpeedSpread = 16;
particleSize = 50;
particleSizeSpread = 0;
directional = 0;
useAirLos = 0;
}
water=1;
count=1;
}
[watersplash]
{
class=dirt;
[properties]
{
size=80;
color=0.7, 0.7, 1.0;
alphaFalloff=2;
speed= r0.5 r-0.5, 2, r0.5 r-0.5;
pos=r-100 r100, 0, r-100 r100;
}
water=1;
count=20;
}
[groundflash]
{
ttl = 30;
flashSize = 500;
flashAlpha = 0.9;
circleGrowth = 25;
circleAlpha = 0.9;
color = 1, 0.1, 0.0;
air=1;
ground=1;
water=1;
}
[pillar0]
{
class=heatcloud;
[properties]
{
texture=redexplo;
heat = 15;
maxheat = 15;
heatFalloff = 1.5;
size = 110;
sizeGrowth = -11;
pos = 0,-100 i18, 0;
speed=0, 25, 0;
}
air=1;
water=1;
ground=1;
count=8;
}
[pillar1]
{
class=heatcloud;
[properties]
{
texture=redexplo;
heat = 15;
maxheat = 15;
heatFalloff = 2.5;
size = 90;
sizeGrowth = -11;
pos = 66,-100 i12, 66;
speed=0, 25, 0;
}
air=1;
water=1;
ground=1;
count=8;
}
[pillar2]
{
class=heatcloud;
[properties]
{
texture=redexplo;
heat = 15;
maxheat = 15;
heatFalloff = 2.5;
size = 90;
sizeGrowth = -11;
pos = -66,-100 i12, -66;
speed=0, 25, 0;
}
air=1;
water=1;
ground=1;
count=8;
}
[pillar3]
{
class=heatcloud;
[properties]
{
texture=redexplo;
heat = 15;
maxheat = 15;
heatFalloff = 2.5;
size = 90;
sizeGrowth = -11;
pos = 66,-100 i12, -66;
speed=0, 25, 0;
}
air=1;
water=1;
ground=1;
count=8;
}
[pillar4]
{
class=heatcloud;
[properties]
{
texture=redexplo;
heat = 15;
maxheat = 15;
heatFalloff = 2.5;
size = 90;
sizeGrowth = -11;
pos = -66,-100 i12, 66;
speed=0, 25, 0;
}
air=1;
water=1;
ground=1;
count=8;
}
}
CREATIVE COMMONS LICENSE

You will need the explosion files listed at the top of this thread along with the image(randdots.tga) that is included with spring.
-Smoth
Comments thread[KnoX]ElementalGizmo wrote:oooow pwitty!
-
- XTA Developer
- Posts: 266
- Joined: 24 Aug 2006, 01:33
Ide like to share these 2 ground flash i am currently working on. I have posted a link to a different site that also happens to contain my questions lol
http://xta.wolfgame.org/forum/viewtopic.php?p=91#91
As far as the law goes, im not fussed what u do with my work, as long as u are respectful enough to ask my permission and to include include credits i am more than happy to share my work with all
peace,
Gizmo
http://xta.wolfgame.org/forum/viewtopic.php?p=91#91
As far as the law goes, im not fussed what u do with my work, as long as u are respectful enough to ask my permission and to include include credits i am more than happy to share my work with all

peace,
Gizmo
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
This link is broken and needs updatingsmoth wrote:(Images snipped)
Get the here
These models are old but may still be usefull to some people. So....
for the third damn time, comments go HERE!:Guessmyname wrote:This link is broken and needs updatingsmoth wrote:(Images snipped)
Get the here
These models are old but may still be usefull to some people. So....
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8702
Re: Effects files from gundam 1.1
Ermm kinda back....Can i use this textures in a ZeroHour Mod i'm making?smoth wrote:
steven (smoth) Smith, release these files into creative commons, with one condition that you tell others where you aquired them so they can also use these files. Enjoy the fx scripts and art.
CREATIVE COMMONS LICENSE
-Smoth
download availble here
Credits and url will be posted in my forum

How to make vehicles adjust to the terrain in a more natural way:
http://spring.clan-sy.com/phpbb/viewtopic.php?t=10730
http://spring.clan-sy.com/phpbb/viewtopic.php?t=10730
Morty remake!
This model was made from scratch as a redesign of the unit so people would have an acceptable free of copyright replacement.
See more pictures and get the files here! Source files are included!
CREATIVE COMMONS LICENSE

This model was made from scratch as a redesign of the unit so people would have an acceptable free of copyright replacement.



See more pictures and get the files here! Source files are included!
CREATIVE COMMONS LICENSE

Code to stop a unit from moving while firing.
insert into the create function like this:
Create()
{
bAiming = FALSE;
start-script holdit();
}
Code: Select all
holdit()
{
while(1)
{
IF (baiming == TRUE)
{ SET MAX_SPEED to [0.0001]; }
else
SET MAX_SPEED to [1.0];
sleep 100;
}
}
Create()
{
bAiming = FALSE;
start-script holdit();
}
Just ran across this in the source and smoth told me to post it here:
In other words, set "nodrawundergray" and "blocking" both to 1 in your feature tdf and the feature will float on the water surface instead of sinking.
Could it be renamed, though? I doubt anyone's purposely using it yet, so now would be the time.
Code: Select all
//this seem to be the closest thing to floating that ta wreckage contains
fd->floating = fdTable.GetBool("nodrawundergray", true);
if (fd->floating && !fd->blocking) {
fd->floating = false;
}
Could it be renamed, though? I doubt anyone's purposely using it yet, so now would be the time.