Mod Question Repository... Questions come in, answers go out - Page 29

Mod Question Repository... Questions come in, answers go out

Resources to get you going on your new project, or to help you over some emergent problems during your development cycle.

Moderator: Moderators

Locked
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Mod Question Repository... Questions come in, answers go out

Post by KDR_11k »

It would look like crap from most angles, less problematic if you used Lua...
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

i want a flat facing up images, because the unit model is going to be an APP-6a unit symbol...
http://en.wikipedia.org/wiki/APP-6a
(edit oops wrong APP)
basically no graphics for units, but icon unit game play to allow for a larger scale battle with realistic military units represented by their aap-6 icon.
less lag... :P

hmm.. just thought of difficulties of a icon platform on a slope, maybe raise the hight on a slope to avoid the platform from clipping the slopes?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mod Question Repository... Questions come in, answers go out

Post by Argh »

@bobthedinosaur (whew, that's long):

[EDIT]

You want to do icon-like stuff, but not use Spring's native icon code? Why? If the symbols always face "north", then if people change their camera angles, they will not be readable, and if they use a non-overhead POV, the symbols will just turn into visual mush.

That said... if you really want to do it, the easiest way would probably be with TexRect, so that it's always aligned with the top of the screen... but meh, that's pretty much exactly the same as icons, only it wouldn't scale with distance, and it sounds like a recipe for visual chaos, to me...
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

whats is textrect?
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Mod Question Repository... Questions come in, answers go out

Post by KDR_11k »

gl.TexRect, a Lua call.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mod Question Repository... Questions come in, answers go out

Post by Argh »

Doh, sorry for not putting that into context. But yeah, you want to use LUA, if you want it to behave like you're asking. Personally, meh, I'd just use our basic icon system, at least for an initial mockup.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

how would the texrect lua call work/ look like?
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Mod Question Repository... Questions come in, answers go out

Post by rattle »

It's gl.TexRect(x, y, x+width, y-height) and I think it creates a rectangle with UV coords.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Mod Question Repository... Questions come in, answers go out

Post by [Krogoth86] »

I now have the problem that when I want to let a non-builder to be guarded by a unit I get "Command canceled - two units can't guard each other" and I couldn't find a reason for this yet...

While guarding armed units doesn't work at all for builders there seems to be a rather correct behaviour i.e. you tell one builder to guard another and it works but if you try to then do it the other way round too you get the "Command canceled - two units can't guard each other" again which in this case is correct...

It' also strange that in BA for example you can create "cross-guardings" which just create some can't-do-sounds after a while but the commands get applied...

Any ideas what exactly creates this behaviour?
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Mod Question Repository... Questions come in, answers go out

Post by [Krogoth86] »

I actually found the problem: The build costs widget caused this behaviour - an update to 1.02 fixed it for me...
User avatar
BlueTemplar
Posts: 314
Joined: 28 Oct 2007, 22:37

Re: Mod Question Repository... Questions come in, answers go out

Post by BlueTemplar »

Most of XTA and CA units are using special weapon effects, but when I look at the mod files I can't seem to find what is different from BA... Is there something like a "shader config" involved?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mod Question Repository... Questions come in, answers go out

Post by Argh »

Um, the weapon effects are defined in the weapon, not the Unit.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Mod Question Repository... Questions come in, answers go out

Post by KDR_11k »

BlueTemplar wrote:Most of XTA and CA units are using special weapon effects, but when I look at the mod files I can't seem to find what is different from BA... Is there something like a "shader config" involved?
There might be some LUPS things, you'll have to ask jK about that.
User avatar
BlueTemplar
Posts: 314
Joined: 28 Oct 2007, 22:37

Re: Mod Question Repository... Questions come in, answers go out

Post by BlueTemplar »

it's because I have this weird graphical bug, that happens with XTA, EDIT:CA, and MA (but not BA, SA...)
Image
Attachments
screen040.jpg
(135.07 KiB) Downloaded 92 times
Last edited by BlueTemplar on 26 Mar 2008, 22:32, edited 2 times in total.
User avatar
BlueTemplar
Posts: 314
Joined: 28 Oct 2007, 22:37

Re: Mod Question Repository... Questions come in, answers go out

Post by BlueTemplar »

It's like the textures are corrupted, but pasting the textures from BA and tatextures in the mod didn't change anything...

I find there is a similarity with this bug I had when trying to make an old mod to work
Image
viewtopic.php?t=14217&p=264654#p264654
Attachments
screen011.jpg
(154.38 KiB) Downloaded 79 times
Last edited by BlueTemplar on 26 Mar 2008, 22:31, edited 2 times in total.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Mod Question Repository... Questions come in, answers go out

Post by [Krogoth86] »

Well what graphics card and drivers do you use? It seems like you have distortions for all the additional textures that come with the mod file. I also guess it's CA which didn't work for you (you listed BA twice :wink: )...
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mod Question Repository... Questions come in, answers go out

Post by Argh »

Um, the two shots show completely different things, but yeah, either way, it's borked. I'd say it's probably a Lua problem. Does this happen with P.U.R.E.? If yes, then it's not Lua, I'm not using any Lua special FX in 0.55.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Mod Question Repository... Questions come in, answers go out

Post by [Krogoth86] »

@Argh:
Well as his first shot is from MA and I also just use normal Cegs and no LUPS or something like that I'd guess it has nothing to do with LUA...
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mod Question Repository... Questions come in, answers go out

Post by Argh »

Ah. Well... the other thing it could be is the texture format. Look in your bitmaps... are you guys using TGA, or PNG?
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Mod Question Repository... Questions come in, answers go out

Post by [Krogoth86] »

As for me - I'm using TGAs...
Locked

Return to “Game Development Tutorials & Resources”