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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 :P

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.
Image

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:

Image


Image


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