Page 11 of 24
Posted: 09 Sep 2006, 00:23
by Sheekel
P3374H wrote:Do I need flares for engine smoke effects? Or are the emitter coordinates set in the script?
Script
I was thinking if were going to use the team ball thing from Nanoblobs, why not have it be a team "brick?" A brick the color of your team above your units like the spheres in Nanoblobs
Posted: 09 Sep 2006, 01:55
by Weaver
Sheekel wrote:I was thinking if were going to use the team ball thing from Nanoblobs, why not have it be a team "brick?" A brick the color of your team above your units like the spheres in Nanoblobs
+1
s3o or 3do
I am trying to UV map one of my models, well see how that goes.
Posted: 09 Sep 2006, 01:56
by Snipawolf
lol, a brick?
Heheh, I like where this is going

Posted: 09 Sep 2006, 02:08
by Sheekel
I love where this is going
Posted: 09 Sep 2006, 02:10
by Min3mat
i adore it
<3
Posted: 09 Sep 2006, 02:11
by Peet
Is it vaguely possible to make stackable features?
Posted: 09 Sep 2006, 03:10
by Sheekel
I dont know much of anything about features.
Posted: 09 Sep 2006, 03:19
by Snipawolf
Features... Ehh, depends, Spring engine doesn't have a big point on special effects..
Besides that I haven't even got a little bit past the unit scripting part XD
Posted: 09 Sep 2006, 03:52
by Sheekel
I'm already well on the way with scripting. I have the following units redone:
MAG:
Commander
Construction Man
Extractor
Energy plant
Radar
Metal Storage
Lvl1 Factory
Several infantry men
Now, does anyone know how to make a yardmap? The wiki just says "ooo oxxcococo" or something like that, and gives a definition, but doesnt tell you how to properly make one.
Posted: 09 Sep 2006, 05:21
by bwansy
Another example of MAG's insane engineering. Notice the body of the mech.

Posted: 09 Sep 2006, 05:41
by Maelstrom
Oh god yes. That mech owns. EXACTLY what MAG should look like. Nice work!
Posted: 09 Sep 2006, 14:46
by bamb
Sheekel wrote:
Now, does anyone know how to make a yardmap? The wiki just says "ooo oxxcococo" or something like that, and gives a definition, but doesnt tell you how to properly make one.
I'm not sure but i think a kbot lab is like this:
XXX
XOX
XOX
Where O is the area where units can walk. So remove the linebreaks and
you get
XXXXOXXOX
You can open the existing mods and look at their factories (units).
Posted: 09 Sep 2006, 15:04
by Aun
There is a nice a descriptive bit in the wiki about yardmaps, I just can't remember where I found it...

Posted: 09 Sep 2006, 19:12
by Sheekel
Hmm, ive got an interesting problem with the Dragons teeth aka BLOCKade.
When i start constructing it, everything goes normally. It is displayed and built and everything. But once the building is complete, it instantly disappears. Not just the model, but the whole thing. I cant select it, i cant see it, i can walk through where it was supposed to be.
I've been through all the files, and nothing seems wrong
[edit] Ive figured out that removing the "IsFeature=1" tag in the FBI file fixes the problem, but then it acts as a normal unit.
Posted: 09 Sep 2006, 20:32
by Soulless1
I've seen a weird bug before where the builder would instantly reclaim a DT after finishing it...if this happened with a unit that didn't use a build anim, it would look instant...
Posted: 09 Sep 2006, 21:15
by Aun
You made a feature using the same model... right?
Posted: 09 Sep 2006, 21:30
by Sheekel
yes, i think so
[BSOD][KoBS]Demon made some great Logos, check them out:
I like em both.
Posted: 09 Sep 2006, 21:46
by Peet
They're quite good.
I'm currently modelling a lvl 2 bomber (not sure which faction). Once I'm done that, I'm making a spider vehicle with vertical launch rockets.
Posted: 09 Sep 2006, 22:00
by Snipawolf
The one for MAG looks like a pokeball XD
Posted: 09 Sep 2006, 22:01
by Sheekel
Snipawolf wrote:The one for MAG looks like a pokeball XD
You're right! I never noticed before.
lol