I have one around here somewhere... it uses that new Voidwater=1; tag. It crashes Spring with TA:FF at least, though, because the commander units are NOT designed to spawn underwater.Alantai Firestar wrote:We need an example map thats totally in space, and maybe buildings might need modelling touchups to suite the fact they would be seen from all 360* instead of just from above.
TA: Final Frontier - Mod Development Thread
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asteroids are now "easy", make little metal islands and use voidwater, then you could have 3 levels of planes to occupy (and hopefuly some units could travel between all of them), undewater, surface water and air... you could have 2 layers of asteroids even... because feautures should show up under void water you can just put passable-features underwater where the underwater metal patches are to mark them and you can make the "islands" look more like asteroids by marking them with asteroids... if you makes these features extend ground the 3D bottoms will show up... I've been doing some tests here... I'll post something when they stop looking like garbage...
GENIUS IDEA!!! I had a great idea... make all of the metal extractors also be geo-extractors, so it forces you to build them on geo-vents (that means you can only build them on "asteroids" that you've makred with geovents... unless you want people to be able to build random extractores all over space)...
Voided water is still treated as water, so if you use that you can still only build mexxes on the parts of asteroids above water level anyway.
And FF will always be superior to DS/WIS/those style space mods, because of one very simple reason: Pathfinding. Of all units they could have chose in DS, they chose *hovercraft*, which easily have THE worst pathfinding in the OTA engine... and in spring, aircraft collide properly, so there's no reason to NOT make space units aircraft.
And FF will always be superior to DS/WIS/those style space mods, because of one very simple reason: Pathfinding. Of all units they could have chose in DS, they chose *hovercraft*, which easily have THE worst pathfinding in the OTA engine... and in spring, aircraft collide properly, so there's no reason to NOT make space units aircraft.
Check out this thread: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2639
Looks like TA:FF might have a brighter future :)
Looks like TA:FF might have a brighter future :)
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- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
It's too bad that TA:WIS used hovercraft for capital ships, because I really liked TA:WIS a ton, despite the capitalships and the bugginess. TA:WIS could become so awesome if it was re-made from the ground up, but using basically the same units (except some of the capital ships would have to be re-modeled because let's face it, they were damned ugly), and an all-aircraft system like FF. I guess what I want to say is that I like the feel of TA:WIS better, but it is too bad that it wasn't nearly as well done as FF.Gnome wrote:And FF will always be superior to DS/WIS/those style space mods, because of one very simple reason: Pathfinding.....