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Posted: 16 Dec 2005, 18:20
by AF
suffice to say build tree makign and editing should eb a lot easier now:
Code: Select all
//* Template commander *//Tree(CTEMPCOM){
SetSolar("SOLAR")
SetWind("WIND")
BuildTree(5){
Add("METAL EXTRACTOR");
Add("FACTORY");
Add("METAL MAKER")
Add(energy);
Add("METAL EXTRACTOR");
Add("BASIC DEFENCE");
SetCommander
}
}
where each bit in quptes is a unitname, here the commandr would build a dfence, then a mex then either a solar or widn depending on which si better, then a mm, then a factory then a mex.
If there's only 1 energy facility and not oenf or solar/wind you cna use SetEnergy("Energy producer");
BuildTree(5){ starts the build tree off, the 5 represents how many frames after the unti si built that tig ets the order. For a commander it's near instant so it's 5. A construction kbot would have 150, because that would be 150/30 = 5 seconds after it was created, which is enough time for ti to walk out of the kbot lab.
If it's a unit not a commander then you'd put SetUnit at the end and not SetCommander.
And that's all there is to adding to the build tree in NTAI 0.29, just remember to keep a list of all the attack/scouters unitnames you're going to build and which ones are factories and I'll fill in the rest.
Posted: 16 Dec 2005, 20:23
by GrOuNd_ZeRo
be warned, defence is spelled defense in American english, and the catagory is defensive not defence/se
Posted: 17 Dec 2005, 04:38
by Felix the Cat
I'm just curious - is there an ETA of any sort on getting a version of TAWD playable on multiplayer over the lobby? I and everyone else who I have talked to about it are unable to get "sync" through the lobby. I'd love to play WD - I like "modern" warfare rather than the far-in-the-future TA stuff - on multiplayer, but it doesn't work

.
Thanks for the info!
Posted: 17 Dec 2005, 09:53
by GrOuNd_ZeRo
I really need to force my self to do some testing and release a new version...but BF2 has sucked me in....it wont let go of me!
Posted: 17 Dec 2005, 10:45
by smokingwreckage
Please G-Z, please. I love WD and I so badly want it to work in Spring.
By the way I am a 6ft tall tanned Australian model chick who likes to travel.
Ok, not really, but I bet you'd work harder if there *were* some wanting to play WD.
Posted: 17 Dec 2005, 19:16
by raikitsune
GrOuNd_ZeRo wrote:I really need to force my self to do some testing and release a new version...but BF2 has sucked me in....it wont let go of me!
**takes GZs flag** try and play now! with no spawn point MWAHAHAHAH **cough cough** errm. yes any progress on WD would be nice.
Posted: 18 Dec 2005, 15:50
by GrOuNd_ZeRo
I'm a little bit ashamed to release WD without the Bling-Bling factor, the tanks fire ugly projectiles, I noticed If I give them high-trajectory missiles (with trajectory set not so high),
The effect you get is a nice tracer which I really want, but you get a smoke trail, doesn't look too bad, artillery use it too now due to the high-trajectory and wobble for inaccuracy.
Spring is inhibbiting my creativity...and it frustrates me, last night I perfected my Abrams model so I might be able to release the new WD with a S3O of the Abrams so people can see what the rest will look like in the future.
Posted: 19 Dec 2005, 12:05
by smokingwreckage
G_Z, WD has enough gameplay to render bling meaningless. Please, have pity on its fans and get a working version out first, THEN give it bling.
Don't make me beg.

Posted: 20 Dec 2005, 04:18
by maestro
Hi, should I make a real wheel on tanks, or would you prefer a simple, non moving tank wheel bitmap ?
problem, tankwheel means additional 70 poly
btw how many ppl got slowdown with WD Spring and when ?
Posted: 21 Dec 2005, 02:59
by GrOuNd_ZeRo
Same as with XTA, when there is ALOT of different units, actually most processing power is expended with pathfinding.
Polygons do little to affect performance in Spring AFAIK.
I will add roadwheels my self since I have seen how great they look.
Posted: 22 Dec 2005, 10:39
by Mars Keeper
Getting those new abrahams out soon?
Cant wait for the next version

Posted: 23 Dec 2005, 18:20
by GrOuNd_ZeRo
I'm working on the model, it's very time consuming to skin the beast, LithUnwrap is a poor tool to UV map tanks with, it's hard to keep things in proportion, i.e. no easy way to really unwrap a piece of thread so it looks perfect and not like one piece is stretched further than the other.
Posted: 27 Dec 2005, 13:47
by GrOuNd_ZeRo
Here are some screens of the S3O'd Abrams, I will likely do the texture/UV-mapping all over again however since i'll be adding alot of other things...and I screwed up my 3DS files...
current bugs include inproper piece movement, possibly due to scaling them.
Posted: 27 Dec 2005, 14:19
by SpikedHelmet
Nice...
Turret looks too far back tho!
Posted: 27 Dec 2005, 23:32
by j5mello
here is somethin to measure ur tank against. like flozi suggested use it as a background for ur modeling software to check measurements.
http://www.is.lt/atas/tankai/m1a1siluet1.jpg
Posted: 28 Dec 2005, 03:05
by GrOuNd_ZeRo
Yeah I think you are right, it's mainly upspring's fault (or rather the 3DS file system) since it doesn't support TA style model hiearchy, I do use linedrawings such as that as background for my units, but I had to rearange the turret's position and too little care on my part when into setting it right...
but the point is, you get the main idea

Posted: 28 Dec 2005, 03:17
by FLOZi
I expected you already would G_Z.
Here's an example for others, N.B. that I have re-chopped up the image and re-applied it to the backgrounds, so it's not as perfect as when I did it. Infact I'm not entirely sure it's the right one.
Also note that the barrel and searchlight are supposed to be different as its a different mark of the tank.

Posted: 28 Dec 2005, 13:07
by CrowJuice
GrOuNd_ZeRo wrote:
Here are some screens of the S3O'd Abrams, I will likely do the texture/UV-mapping all over again however since i'll be adding alot of other things...and I screwed up my 3DS files...
current bugs include inproper piece movement, possibly due to scaling them.
Very very nice! Do the parking lights work?

Posted: 28 Dec 2005, 13:16
by GrOuNd_ZeRo
they are just in a perpentual state of on-ness...lol
Posted: 28 Dec 2005, 21:38
by Guessmyname
M60 Patton. I can't actually remember wether this is in WD or not, and don't know if it can be used for TACW, but still, PM me if you want it Flozi /GZ /whoever
