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Posted: 01 Dec 2007, 18:05
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.

Posted: 01 Dec 2007, 18:14
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...

Posted: 01 Dec 2007, 19:17
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?

Posted: 01 Dec 2007, 19:25
by FLOZi
There isn't one. Only thing that can be area-limited engine wise is geothermals. It'll be luable though.

Posted: 01 Dec 2007, 19:38
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?

Posted: 01 Dec 2007, 20:10
by Snipawolf
Turn the grass slider all the way down... :|

Or, maybe lua could tell it not to draw, perhaps.

Posted: 02 Dec 2007, 02:40
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!

Posted: 02 Dec 2007, 03:11
by rattle
The grass is actual geometry so you have to disable it.

Posted: 07 Dec 2007, 18:22
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?

Posted: 07 Dec 2007, 19:24
by KDR_11k
Move the pads higher.

Posted: 08 Dec 2007, 00:19
by bobthedinosaur
bah its tall grass, doesnt blowing it up kill grass?

Posted: 09 Dec 2007, 01:42
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?

Posted: 09 Dec 2007, 02:35
by FLOZi
Easiest way is to just refer it to an image, imo.

Posted: 09 Dec 2007, 02:36
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.

Posted: 09 Dec 2007, 03:16
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.

Posted: 09 Dec 2007, 03:33
by bobthedinosaur
thanks, now whats the cob code to delay death and allow animation again?

Posted: 09 Dec 2007, 03:34
by Peet
Anything in killed() will do so, iirc.

Posted: 09 Dec 2007, 21:51
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... :?

Posted: 09 Dec 2007, 21:55
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.

Posted: 09 Dec 2007, 22:11
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.