Mod Question Repository... Questions come in, answers go out - Page 19

Mod Question Repository... Questions come in, answers go out

Resources to get you going on your new project, or to help you over some emergent problems during your development cycle.

Moderator: Moderators

Locked
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

[Krogoth86] wrote:blah
You don't necessarily need a ground plate and you can texture them in Upspring just as fine btw.
Although, make sure that the groundplate is face 0, because spring hides face 0 automatically IIRC, so you may need it after all or you'll be missing a face.

Apparently the vector information are wrong. It might be that empty objects have geometry in 3do builder, i.e. like a single vertex with an origin, thus the direction to emit in will be taken from the first two vertices as long as there is geometry which eventually results in this (second shot is what happens when you do it without a second vertex). I could be wrong but I've seen this happen before Yeha added object rotation for empty objects.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Post by [Krogoth86] »

rattle wrote:You don't necessarily need a ground plate and you can texture them in Upspring just as fine btw.
Although, make sure that the groundplate is face 0, because spring hides face 0 automatically IIRC, so you may need it after all or you'll be missing a face.
Yep, that face 0 ignoring is the reason why you have to do a groundplate (as I don't know how to tell which face is going to be face 0 - otherwise you could do a "fake face" somewhere inside your model for this)...

Texturing in Upspring also is something - it doesn't really work. It's not about the how to but some textures aren't applied the right way and when having your model in Spring those faces will have a textures which has a collection of all textures in it (I think I posted a picture of it somewhere once)...

That's why I rely on 3dobuilder atm and only use Upspring for the empty objetcs...
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

quick question (i feel like an idiot but cant remember or figure it out): my mex for a mod im working on is not limited to build only on green (metal) areas, what is the fbi var that does this?
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

There isn't one. Only thing that can be area-limited engine wise is geothermals. It'll be luable though.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

bah no wonder, okay how about grass on my build pads, how do i get rid of excessive grass poking thru my factories?
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Turn the grass slider all the way down... :|

Or, maybe lua could tell it not to draw, perhaps.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

You can probably get rid of grass by redrawing the quad (as the most extreme solution) if not by any other means. No promises though!
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

The grass is actual geometry so you have to disable it.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

rrr sorry for the late reply, but not disable grass. i like grass, but how to keep it from poking out of short factory pads?
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Move the pads higher.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

bah its tall grass, doesnt blowing it up kill grass?
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

okay im stumped... whats the format to make the colormap tags? it sure as heck aint RGB...
colormap=1 0 0 1 0 0 0 1
is supposed to be red then black??? how?

so colormap=0 0 0 1 1 0 0 1; black to red then?
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Easiest way is to just refer it to an image, imo.
User avatar
Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

I believe its RGBA (where the A is alpha), so that would be:

1001
Full red, no green, no blue (So pure red color) and full alpha (so visible)
0001
No red, no green, no blue (So black color) and full alpha (so visible)

Something like 1110 would make something get whiter and fade to invisible.
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

colormap=r g b a r g b a r g b a;
Some people omit the spaces between each group...makes no difference to spring but is hard as hell to read.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

thanks, now whats the cob code to delay death and allow animation again?
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Anything in killed() will do so, iirc.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Post by [Krogoth86] »

Do you know of any way to let a vertical launch missile have some inaccuarcy? Neither accuracy nor wobble were of some help here... :?
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Vertical launch doesn't work so well...

Use trajectoryheight=1; with turnrate.

Trajectory height is... a percentage (0-100=.0-1.0) of how high it aims out of 90 degrees. 0 is forward, .5 is a 45 degree angle, and 1 is straight up.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

A color map can hold as many RGBA series as you want by the way, they will get evenly distributed over the time the particle lives (TTL in most cases). Yeah would've been nice if they were seperated somehow.
Locked

Return to “Game Development Tutorials & Resources”