MR.D's Core remakes - Page 5

MR.D's Core remakes

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: MR.D's Core remakes

Post by Argh »

Hmm, that's odd. Every time I've seen that, it's been piece names that don't exist somewhere, for example:

piece gun, turret, aimer, base, flare1, flare2;

Where flare2 doesn't actually exist. Scriptor doesn't care, and if you're not actually using that piecename anywhere in the script, it won't produce constant errors, just errors during the first time the Unit is calling stuff further down the hierarchy.

Haven't ever seen it because of name issues within the S3O itself, but maybe I've just been lucky...
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rattle
Damned Developer
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Re: MR.D's Core remakes

Post by rattle »

No generally don't mess the piece list up because I go through them one by one and do them in the order I have in upspring when writing scripts from scratch.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: MR.D's Core remakes

Post by Argh »

Hmm, that's odd then. If you've already posted it, maybe I can take a look later, when I'm done with what I'm doing now...
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rattle
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Re: MR.D's Core remakes

Post by rattle »

Uh no I haven't because it needs a recent SVN for MIN and MAX, I was too lazy add dozen lines of code for the necessary if/else statements.
Here is it anyway...
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Argh
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Joined: 21 Feb 2005, 03:38

Re: MR.D's Core remakes

Post by Argh »

Found yer problem. You name a piecenum "sleeve" that does not exist in the S3O.
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rattle
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Re: MR.D's Core remakes

Post by rattle »

Ugh.. ffs I double checked the list, in fact, I've had scriptor and upspring right next to each other. Thanks anyway. Now I only need to figure out a better way to calculate the gravity stuff when it does the small jumps.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: MR.D's Core remakes

Post by Argh »

Meh, I've had it happen a couple of dozen times, since I use a lot of copy-pasta ;)

Looking over your script, meh... I think you're using far too many sensors, and it's going to run slow as hell, at that tickrate. Have you read the suspension script in P.U.R.E.? It's a lot less overhead, and does most of the same things, only I'm emulating a lot more stuff, to cheat and gain speed back.

The only thing I haven't done with it is your wheel-turning stuff, which is on my list of stuff to solve.

I think it'd be best to use Lua to get the next path-position, and do some trig... instead of checking heading constantly, which is very expensive. After all, you want to know where it's going next, not where it's been, which is the big problem with doing it all in BOS...
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rattle
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Re: MR.D's Core remakes

Post by rattle »

Actually get HEADING returns a member var stored in the unit already, thus it does no additional calculation in contrast to what I used before (get XZ_ATAN(0)).

I could get rid of the wheel sensors entirely and do fake bumps when there is a height difference but couldn't be arsed yet.
daan 79

Re: MR.D's Core remakes

Post by daan 79 »

the awsomeness off this. This is greatest topic!
Masure
Posts: 581
Joined: 30 Jan 2007, 15:23

Re: MR.D's Core remakes

Post by Masure »

Noob question :

Is there a fake mod to watch your sexy models ingame ? I don't intend to play, just watching.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: MR.D's Core remakes

Post by bobthedinosaur »

look, dont touch :P
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: MR.D's Core remakes

Post by Otherside »

masure u can look at all the models in game with sexy animations and firing in CA :P

Mr D your work is awesome but i think the gator texture seems to be fairly dull compared to your other models considering it was your first tank it could be the reason why i would say its your weakest texture..

Any chance you could do some work on the gator texture ??
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: MR.D's Core remakes

Post by MR.D »

A group picture ingame of all the units I've made so far.

Image
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Re: MR.D's Core remakes

Post by rcdraco »

I want weasel, thanks.
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: MR.D's Core remakes

Post by MelTraX »

Do you plan to update the first post? It's a really cool overview..
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: MR.D's Core remakes

Post by Acidd_UK »

Hot hot hot hot hot sex.

Also:

>>> remove(Can) == remove(Core.beating_steel_heart)
True
>>>
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: MR.D's Core remakes

Post by manolo_ »

please make new con-modells, i know the honor is less compared to fighting units, but they look shitty immo
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: MR.D's Core remakes

Post by Warlord Zsinj »

Mr.D did make a new level 1 con unit.
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rattle
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Re: MR.D's Core remakes

Post by rattle »

MelTraX wrote:Do you plan to update the first post? It's a really cool overview..
In the future, forgot about this thread. I'll host the new ones if I get the scripts.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: MR.D's Core remakes

Post by [Krogoth86] »

Would be cool if the inital post would provide a downloadlink for all the remakes as it's a bit difficult to find some of them now as CA either didn't or doesn't use certain units anymore or has changed them a bit like that Raider with wheels or the Garpike with the Wolverine-style turret...

I also have two questions:
1.)
Did you create a seperate rocket model for the Diplomat?

2.)
Did you ever texture the Minelayer?
http://spring.clan-sy.com/phpbb/viewtop ... =9&t=14213
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