Galactic Empire Mod preview (56k BEWARE)
Moderator: Moderators
Actually, what I really need right now is something akin to this:
http://benjie.animeotaku.ca/PlanetAndPlatforms.jpg
to experiment with. I talked to sinbad over MSN and he sent me this really strange map where everything's white (even the background...) and you can't see anything unless you're about 1 "unit" away from it... And also, there's grass.
http://benjie.animeotaku.ca/PlanetAndPlatforms.jpg
to experiment with. I talked to sinbad over MSN and he sent me this really strange map where everything's white (even the background...) and you can't see anything unless you're about 1 "unit" away from it... And also, there's grass.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
I think that's the plan for just about every conversion mod for Spring out there :)My plan is to release a full package including the latest version of Spring as a standalone game with a couple of specially-designed levels, hopefully showing a lot of people what the engine's capable of. Maybe attract some developers?
That ship looks amazing. Nice job.
As long as we're mentioning freespace 2..any chance of the capital ship mega-beam lasers? Those really make for a great looking battle, little fighters buzzing around huge beams as wide as those fighters.
Now, if only the beam thickness;=X tag worked on beamlasers.
As long as we're mentioning freespace 2..any chance of the capital ship mega-beam lasers? Those really make for a great looking battle, little fighters buzzing around huge beams as wide as those fighters.
Now, if only the beam thickness;=X tag worked on beamlasers.
I "the hell got the idea otherwise" when I loaded Spring with a UV mapped unit and got an error message saying:
"To many/large unit textures to fit in 2048*2048"
(incorrect spelling is not my own)
This was when the only difference was a UV Mapped unit being added to my mod. The texture itself was 1024*1024.
In the official thread on the subject of the S3O format (by fnordia?), he says place the unit's textures in the unittex directory. He says this twice. This is where I put them. And then I got the error. Sorry for being negligent and stupid, I hope you didn't get a hernia. Being as there is no documentation of any kind, and the only other person to make a serious attempt at a UVMapped model got a tipped-over LLT which appeared to have a mixture of herpes and leprosy, it's a little tough being the one trying to make it work.
"To many/large unit textures to fit in 2048*2048"
(incorrect spelling is not my own)
This was when the only difference was a UV Mapped unit being added to my mod. The texture itself was 1024*1024.
In the official thread on the subject of the S3O format (by fnordia?), he says place the unit's textures in the unittex directory. He says this twice. This is where I put them. And then I got the error. Sorry for being negligent and stupid, I hope you didn't get a hernia. Being as there is no documentation of any kind, and the only other person to make a serious attempt at a UVMapped model got a tipped-over LLT which appeared to have a mixture of herpes and leprosy, it's a little tough being the one trying to make it work.
Last edited by Caydr on 11 Nov 2005, 12:17, edited 1 time in total.
Uhhh....Caydr wrote:I "the hell got the idea otherwise" when I loaded Spring with a UV mapped unit and got an error message saying:
"To many/large unit textures to fit in 2048*2048"
(incorrect spelling is not my own)
This was when the only difference was a UV Mapped unit being added to my mod. The texture itself was 1024*1024.
In the official thread on the subject of the S3O format (by fnordia?), he says place the unit's textures in the unittex directory. He says this twice. This is where I put them. And then I got the error. Sorry for being negligent and stupid, I hope you didn't get a hernia. Being as there is no documentation of any kind, and the only other person to make a serious attempt at a UVMapped model got a tipped-over LLT which appeared to have a mixture of herpes and leprosy, it's a little tough being the one trying to make it work.

