Journeywar
Moderators: Moderators, Content Developer
Re: Journeywar
bro split those legs up moar or your soldier will be walking like he has too much starch in his underpants
Re: Journeywar
Is a tough mod you made knorke, it is selfreparing, about my meddling not carrying.
INB4: THIS IS INCREDIBLE STUPID. LOL MODNOOB!
Code: Select all
unitDef = {
unitname = [[corcom]],
name = [[Cruiser Beacon]],
description = [[Beacon used to call in cruisers. - Build Limit: 2]],
amphibious = false,
acceleration = 0,
activateWhenBuilt = false,
bmcode = [[0]],
brakeRate = 0,
buildCostEnergy = 1500,
buildCostMetal = 1200,
builder = true,
buildoptions = {
[[bflagship2]],
[[bbattlecruiser]],
[[btransportcarrier2]],
[[bmetalsupplyship]],
[[benergysupplyship]],
},
buildPic = [[bbeacon.png]],
buildTime = 120,
canMove = true,
canPatrol = true,
canstop = [[1]],
canBeAssisted = false,
category = [[SINK]],
collisionVolumeOffsets = [[0 0 0]],
collisionVolumeScales = [[256 64 256]],
collisionVolumeTest = 1,
collisionVolumeType = [[box]],
corpse = [[DEAD]],
reclaimable = false,
energyMake = 0,
energyUse = 0,
explodeAs = [[LARGE_BUILDING]],
footprintX = 16,
footprintZ = 16,
idleAutoHeal = 0,
mass = 275,
maxDamage = 10000,
maxSlope = 15,
maxVelocity = 0,
maxWaterDepth = 0,
metalMake = 0,
minCloakDistance = 150,
noAutoFire = false,
objectName = [[corcom.s3o]],
seismicSignature = 4,
selfDestructAs = [[LARGE_BUILDING]],
showNanoSpray = false,
side = [[NKG]],
sightDistance = 250,
smoothAnim = true,
sounds = {
select = {
"ct/cruiserengine",
},
ok = {
"ct/cruiserengine",
},
},
TEDClass = [[PLANT]],
turnRate = 0,
workerTime = 1,
yardMap = [[ccccccoooocccccc cccccoccccoccccc ccccoccccccocccc cccoccccccccoccc ccoccccccccccocc coccccccccccccoc occcccccccccccco occcccccccccccco occcccccccccccco occcccccccccccco coccccccccccccoc ccoccccccccccocc cccoccccccccoccc ccccoccccccocccc cccccoccccoccccc ccccccoooocccccc]],
unitRestricted = 2,
script = [[bbeacon.lua]],
featureDefs = {
DEAD = {
description = [[Wreckage - Cruiser Beacon]],
blocking = true,
category = [[corpses]],
damage = 7500,
energy = 0,
featureDead = [[DEAD2]],
featurereclamate = [[SMUDGE01]],
footprintX = 7,
footprintZ = 6,
height = [[40]],
hitdensity = [[100]],
metal = 600,
object = [[bgenericwreckage.s3o]],
reclaimable = true,
reclaimTime = 275,
seqnamereclamate = [[TREE1RECLAMATE]],
world = [[All Worlds]],
},
DEAD2 = {
description = [[Debris - Cruiser Beacon]],
blocking = false,
category = [[heaps]],
damage = 5000,
energy = 0,
featurereclamate = [[SMUDGE01]],
footprintX = 16,
footprintZ = 16,
height = [[4]],
hitdensity = [[100]],
metal = 300,
object = [[b16x16heap.s3o]],
reclaimable = true,
reclaimTime = 275,
seqnamereclamate = [[TREE1RECLAMATE]],
world = [[All Worlds]],
},
},
}
return lowerkeys({ corcom = unitDef })
INB4: THIS IS INCREDIBLE STUPID. LOL MODNOOB!
Re: Journeywar
that unitdef looks ok..
so now that corcom.s3o, that is not your model is it?
Seeing as corcom=core commander
It is probally taken from some TA mod, did you copy the unittexture that goes with it?
Are you sure the corcom.s3o does even work? Can you open it in Upspring?
It wouldnt be the first mod with broken leftover files
so now that corcom.s3o, that is not your model is it?
Seeing as corcom=core commander
It is probally taken from some TA mod, did you copy the unittexture that goes with it?
Are you sure the corcom.s3o does even work? Can you open it in Upspring?
It wouldnt be the first mod with broken leftover files

Re: Journeywar
It can be opened in UpSpring, and it has the textures assigned to it, i said it should have. I actually tried it with another mod (gundam) now, and phailed again.
@KaiserJ, these are Combine there ballz are kept alive in glasses, far away from there bodys (keeps you loyal, if you know what you fight for: The Right to have a family, after the great Siege has been lifted, and earth has been liberated from the Universal Union by the CentrAIl Confederation) Would you prefer them to walk like genitalia-free Stalkers?
@KaiserJ, these are Combine there ballz are kept alive in glasses, far away from there bodys (keeps you loyal, if you know what you fight for: The Right to have a family, after the great Siege has been lifted, and earth has been liberated from the Universal Union by the CentrAIl Confederation) Would you prefer them to walk like genitalia-free Stalkers?
Re: Journeywar
well realistically even were their seeds kept in jars, a much smaller force equipped with useful joints like knees and elbows would be able to squat behind cover and mow down line after line of goose-stepping eunuchs
Re: Journeywar
beter much?

Irrelevant point is irrelevant, as long as i dont get them ingame, but knowing KaiserJ will loose some sleep over soldiers with spread legs, here we go.
Now, back to the real problem. Im uploading the Citadell, maybee someone else here has moar ideas how to go on. I meddled with several mods, unarchived them, set a search on them to find everything related to "Name-to-exchanged.s3o" and replaced it. Still, the crashes were the closest i ever came to success.
Im quite stubborn, but after 3 hours of trial and error, well, you ve got to let go.
Irrelevant point is irrelevant, as long as i dont get them ingame, but knowing KaiserJ will loose some sleep over soldiers with spread legs, here we go.
Now, back to the real problem. Im uploading the Citadell, maybee someone else here has moar ideas how to go on. I meddled with several mods, unarchived them, set a search on them to find everything related to "Name-to-exchanged.s3o" and replaced it. Still, the crashes were the closest i ever came to success.
Im quite stubborn, but after 3 hours of trial and error, well, you ve got to let go.
- Attachments
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- bett3rmuch.jpg
- (99.84 KiB) Downloaded 4 times
Re: Journeywar
where are you putting the texture and model file?
how are you referencing it in the unit file?
how are you referencing it in the unit file?
Re: Journeywar
I put the corcom.s3o into
F:\D\CreativConstructiv\SpringJW\Spring\mods\GUNDAM1.26.sd7\objects3d\
F:\D\CreativConstructiv\SpringJW\Spring\mods\GUNDAM1.26.sd7\objects3d\buildings\
(Shotgun approach!)
Textures are in:
F:\D\CreativConstructiv\SpringJW\Spring\mods\GUNDAM1.26.sd7\unittextures\
This is the sidedata.lua
And finally this folder
F:\D\CreativConstructiv\SpringJW\Spring\mods\GUNDAM1.26.sd7\units\federation\
contains: corecom.lua
F:\D\CreativConstructiv\SpringJW\Spring\mods\GUNDAM1.26.sd7\objects3d\
F:\D\CreativConstructiv\SpringJW\Spring\mods\GUNDAM1.26.sd7\objects3d\buildings\
(Shotgun approach!)
Textures are in:
F:\D\CreativConstructiv\SpringJW\Spring\mods\GUNDAM1.26.sd7\unittextures\
Code: Select all
local sideData = {
[1] = {
name = 'Federation',
startunit = 'corcom',
},
[2] = {
name = 'ZEON',
startunit = 'zeoncommyard',
},
}
return sideData
And finally this folder
F:\D\CreativConstructiv\SpringJW\Spring\mods\GUNDAM1.26.sd7\units\federation\
contains: corecom.lua
Code: Select all
-- UNITDEF -- CORCOM--
--------------------------------------------------------------------------------
local unitName = "corcom"
--------------------------------------------------------------------------------
local unitDef = {
bmcode = "0",
buildCostEnergy = 0,
buildCostMetal = 0,
builder = true,
buildTime = 30,
canAttack = true,
canPatrol = true,
canstop = "1",
category = " NOTAIR PITIFUL",
description = "",
downloadable = "1",
energyUse = 0,
explodeAs = "BIG_BUILDING",
firestandorders = "1",
footprintX = 16,
footprintZ = 12,
collisionvolumetype = "box",
collisionvolumescales = "250 70 200",
collisionvolumeoffsets = "0 -13 0",
iconType = "fedcon",
idleAutoHeal = 50,
isAirBase = true,
maxDamage = 8000,
maxSlope = 30.00,
maxWaterDepth = 0,
minCloakDistance = 208,
mobilestandorders = "1",
name = "federation Large airbase",
objectName = "corcom.s3o",
ovradjust = "1",
power = 2,
reclaimable = false,
scale = "1.5",
selfDestructAs = "BIG_BUILDING",
shootme = "1",
showNanoSpray = false,
side = "renpou",
sightDistance = 1350.00,
sortbias = "0",
standingfireorder = "2",
standingmoveorder = "1",
TEDClass = "PLANT",
threed = "1",
unitname = "fedairport",
unitnumber = "4295",
workerTime = 800,
yardMap = "cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo",
buildoptions = {
"ffan_squad_l0",
"ffan_squad_l1",
"ffan_squad_l3",
"tincod",
"saberfish",
"toriares_squad_l0",
"toriares_squad_l1",
"toriares_squad_l3",
"jetb_squad_l0",
"jetb_squad_l2",
"dish",
"don_escargot",
"corebooster",
"gunperry",
},
customparams = {
armortype = "building",
factionname = "federation",
costmaterials = "100",
},
sounds = {
canceldestruct = "cancel2",
underattack = "zekewarning2",
cant = {
"cantdo4",
},
count = {
"count5",
"count4",
"count3",
"count2",
"count1",
"count0",
},
ok = {
"zekepwn",
},
select = {
},
},
}
--------------------------------------------------------------------------------
return lowerkeys({ [unitName] = unitDef })
--------------------------------------------------------------------------------
Re: Journeywar
it works (as in, does not crash) for me.
but it is invisible, probally no unit radius set.
/e
shows up now with help of the [estimate] buttons in the model tab in upspring

i used spring tanks as base.
all i did was copy corcom.s3o in objects3d\
the 2 .dds in unittextures\
opend corcom.s3o in upsring, set unit radius
opend units\tplegocar.lua and changed
objectName = [[legocar.s3o]],
to
objectName = [[corcom.s3o]],
but it is invisible, probally no unit radius set.
/e
shows up now with help of the [estimate] buttons in the model tab in upspring

i used spring tanks as base.
all i did was copy corcom.s3o in objects3d\
the 2 .dds in unittextures\
opend corcom.s3o in upsring, set unit radius
opend units\tplegocar.lua and changed
objectName = [[legocar.s3o]],
to
objectName = [[corcom.s3o]],
Re: Journeywar
Code: Select all
objectName = "corcom.s3o",
if you had
Code: Select all
objectName = "buildings/corcom.s3o",
need to set radius and height for all models.
Re: Journeywar
@knorke: It actually works ? I never expected to live to see that.
@smoth: It still replys that the unitname is not valid.
http://www.youtube.com/watch?v=Ef0BU-6wSts
Journeyman ME Converter, redesigned... i need a tutorial for moar patience
@smoth: It still replys that the unitname is not valid.
http://www.youtube.com/watch?v=Ef0BU-6wSts
Journeyman ME Converter, redesigned... i need a tutorial for moar patience
Re: Journeywar
btw, u know i can still model fast some creatures if u need.
Re: Journeywar
super basic mod with working citadel in .sdd form.
it shows up in spring.exe as "AAA Citadel Mod"
it shows up in spring.exe as "AAA Citadel Mod"
- Attachments
-
- citadeltest.sdd.zip
- (299.27 KiB) Downloaded 21 times
Re: Journeywar
great help knorke, thousand thx, driving citadell was driving me mad :)
I owe you one, so if i can be of help later on, cut this Piece of Php and keep it as a coupon :)

I owe you one, so if i can be of help later on, cut this Piece of Php and keep it as a coupon :)
- Attachments
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- screen00006.png
- (1.66 MiB) Downloaded 4 times
Re: Journeywar
Spinesnake, the alternative to the average headcrabshell. Generates, if having sucess (not attacked) a enemy unit controlled by you.

- Attachments
-
- spinesnakedone.jpg
- (63.27 KiB) Downloaded 4 times
Re: Journeywar
i was always curious as to whether or not your units would look good ingame
thanks for the screenshot, seems the answer is yes
thanks for the screenshot, seems the answer is yes
Re: Journeywar
Thx, D-Gun
http://www.youtube.com/watch?v=OVbqERU2C78

Its a constant suprise, which unit becomes hard to texture, and which are simple. I worked on this thing for nearly a week, moving back and forth, discarding old versions (looking mess from a far) or to comic. Im littl envious on Conflict Terra right now. While im polishing shiny units, they can play, and its fun. On the other hand- it looks like i imagined it, which is rare.
Next in production line is the AM-Projector.
http://www.youtube.com/watch?v=OVbqERU2C78

Its a constant suprise, which unit becomes hard to texture, and which are simple. I worked on this thing for nearly a week, moving back and forth, discarding old versions (looking mess from a far) or to comic. Im littl envious on Conflict Terra right now. While im polishing shiny units, they can play, and its fun. On the other hand- it looks like i imagined it, which is rare.
Next in production line is the AM-Projector.
Re: Journeywar
Im doing the Antimatter Projector at the Moment, and cant help to wonder how the effects of such a weapon would look like. Its a portal from a ring accelerator, that transports the stuff at nearly light speed out of pure vacuum, and then it hits the air, right in front of the portal. So it immedeatly meets resistance, the stream braking into smaller particles, heavy radiation ensuses. So its basically a shotgun collission, resulting in energy and radiation, creating a tunnel of heated gases.

Is Antimatter visible to light? Or just its reactions? Is it propelled upwards, by gravity forcing it to interact with atmospheric molecules below?
Feel free to correct my Imagination of this event.
Is Antimatter visible to light? Or just its reactions? Is it propelled upwards, by gravity forcing it to interact with atmospheric molecules below?
Feel free to correct my Imagination of this event.
- Attachments
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- physicks.jpg (57.76 KiB) Viewed 3229 times
- Blackdutchie
- Posts: 71
- Joined: 12 Mar 2009, 20:41
Re: Journeywar
I think i imagine it more as a wide-angle flamethrower or a directional explosion of some sort. Colour seems right to me.