Page 10 of 24
Posted: 08 Sep 2006, 04:07
by BlackLiger
Well, alantai worked out how to change the colour to just another colour, so I'd assume that it could be done as an offshoot of that...
Posted: 08 Sep 2006, 04:54
by bwansy
An EGADS hovertank (or perhaps amphibious tank). How's it?

Posted: 08 Sep 2006, 04:55
by Sheekel
pretty freaking sweet.
(i wont be getting around to EGADS for a long time, so i'd probably be better if you made some MAG stuff)
Posted: 08 Sep 2006, 06:38
by Sheekel
Weaver, those blocks you made are great, but just a bit too small for the scale im using now...i've edited them a bit and made them more managable
Posted: 08 Sep 2006, 11:16
by OOmiz
bwansy, simple but brilliant!
*edit* Sheekel, any special MAG stuff you need done? *edit*
Posted: 08 Sep 2006, 15:26
by Sheekel
Some EGADS lvl1 structures would be great. Extractors, energy plants, radar, turrets, factories.
Posted: 08 Sep 2006, 15:40
by bamb
Shouldn't the bumps wait until there is bumpmapping?

Posted: 08 Sep 2006, 16:35
by Sheekel
Uhm, bumpmapping is only for the new map format. I dont think we'll see bumpmapping on units until Spring 2.0
(unless im wrong)
Posted: 08 Sep 2006, 16:44
by Argh
... and even if you used normal mapping (if Spring supports anything, it'll support that, because it's far better in a lot've ways)... you can't make a normalmap that sticks out that much anyhow. On the other hand, you could make a hex look like a totally round lego peg from almost all viewpoints. Kind've silly, considering the scale of the mod, but meh. I'd have to say that going ahead and "wasting" the polygons is probably OK for this mod, given that you're using very little texture space.
Posted: 08 Sep 2006, 20:23
by bwansy
Is it possible to make ornithopters (flapping-wings aircraft) in Spring?
Posted: 08 Sep 2006, 20:34
by Argh
Sure. Just animate them that way. It's not like Spring cares about the physics of it all

Posted: 08 Sep 2006, 20:47
by TA 3D
since there isn't any flexable parts being used yet, scripting will just involve time. True you could break up a hose peice into sections and animate its movement, but the time required wouldn't be worth the final product.
I had debated about using 3do files, but I realized that after awhile you would have more textures then you would know what to do with. Thats why I was working on s3o. As for the stud topic, it wouldn't be wise to include them because it would cause unecsesary amounts of extra polys per brick. What we do need is normal mapping.
Oh and inregards to the nano spray, I know there is a patch that allows a modder to change it's color, but that will be implimented in the next version.
Posted: 08 Sep 2006, 21:02
by Sheekel
Normal mapping?
Also, i dont have that many textures. I think its like 20-30. I find it far easier than s3o (which i've tried, so its not like im making a blind judgment here)
Posted: 08 Sep 2006, 21:06
by Peet
There are also a number of annoying bugs with s3o's....but in the long run, it's probably a better idea to use them.
Posted: 08 Sep 2006, 21:53
by Aun
AFAIK, you could use tiny textures with s3os because it's going to be mainly block colours...
Posted: 08 Sep 2006, 22:30
by bwansy
While I was looking at the Lego commanders I wondered: what likd of weapon(s) do they use? Brick Disassembler Gun?
*edit* likd = a serious typo when I tried to type "kind" without looking at the keyboard *edit*
Posted: 08 Sep 2006, 23:00
by Sheekel
The textures i have now are TINY.
what difference does it make whether the color is in 3do or s3o?
Posted: 08 Sep 2006, 23:04
by Peet
Do I need flares for engine smoke effects? Or are the emitter coordinates set in the script?
Posted: 09 Sep 2006, 00:16
by bwansy
Trident Bomber -- The result of MAG attempting to put together anything they can find.

Posted: 09 Sep 2006, 00:22
by Sheekel
bwansy wrote:While I was looking at the Lego commanders I wondered: what likd of weapon(s) do they use? Brick Disassembler Gun?
Im not sure...its sounding like im going to have to redo most of what i've already done because everyone wants s3o, though i dont see the difference.