TA:Upgraded, coming to Spring - Page 2

TA:Upgraded, coming to Spring

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

did you make sure the exported textures had a 00 at the end (instead of metal.bmp you need metal00.bmp)
Anti Hacker
Posts: 19
Joined: 21 Oct 2005, 19:41

Post by Anti Hacker »

SinbadEV wrote:did you make sure the exported textures had a 00 at the end (instead of metal.bmp you need metal00.bmp)
no, no I didnt! Thanks for than, and now for an Update:

Image

^ The Yamato, one of my favourite units of all time. I think its main gun is conflicting with another unit... conflict crushing time.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Just a note, since you seem to know what your doing with TA, There is no limit to the max weapons in the engine so just giving the one for your Yamato a unique id might work... also, that ship looks big so you might also want to know that in spring you can replace PrimaryWeapon/SecondaryWeapon or whatever with Weapon1 Weapon2 all the way up to Weapon16 (upping the max weapons from 3 to 16)
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

ID's are completely ignored, if the weapon does it fire there must be something else wrong...

A good way to make weapons invisible is to give them a laser with 0 intensity and width, so you can atleast have the melee unit not emit a plasma ball, an empty model will work fine too...
Anti Hacker
Posts: 19
Joined: 21 Oct 2005, 19:41

Post by Anti Hacker »

I have now removed the melee infantryman, and I'm trying to find a way to sort out the Yamatos main gun. Any Ideas as to why it might not be working? I hear that some OTA scripting just wont work at all with TA:Spring, so, what I'd like to do is to alter the script of the main gun so it will work but not change it too much, becase that would make it too different to how the author intended it to be.

Edit, The admirals gun works fine... but not its rockets! They have the oppsoite problem to each other... maybe I can yoink scripting from each of them and place it in the other...

anyway, pics:

Image

Image
Anti Hacker
Posts: 19
Joined: 21 Oct 2005, 19:41

Post by Anti Hacker »

Also, what do people use for a gaf-bmp/tga converter?
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

Anti Hacker wrote:Also, what do people use for a gaf-bmp/tga converter?
gaf-bmp?

gafdump - http://www.fileuniverse.com/?p=showitem&ID=734
Anti Hacker
Posts: 19
Joined: 21 Oct 2005, 19:41

Post by Anti Hacker »

Thankyou so much!
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