Mod Question Repository... Questions come in, answers go out
Moderator: Moderators
Re: Mod Question Repository... Questions come in, answers go out
It would look like crap from most angles, less problematic if you used Lua...
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Mod Question Repository... Questions come in, answers go out
i want a flat facing up images, because the unit model is going to be an APP-6a unit symbol...
http://en.wikipedia.org/wiki/APP-6a
(edit oops wrong APP)
basically no graphics for units, but icon unit game play to allow for a larger scale battle with realistic military units represented by their aap-6 icon.
less lag...
hmm.. just thought of difficulties of a icon platform on a slope, maybe raise the hight on a slope to avoid the platform from clipping the slopes?
http://en.wikipedia.org/wiki/APP-6a
(edit oops wrong APP)
basically no graphics for units, but icon unit game play to allow for a larger scale battle with realistic military units represented by their aap-6 icon.
less lag...

hmm.. just thought of difficulties of a icon platform on a slope, maybe raise the hight on a slope to avoid the platform from clipping the slopes?
Re: Mod Question Repository... Questions come in, answers go out
@bobthedinosaur (whew, that's long):
[EDIT]
You want to do icon-like stuff, but not use Spring's native icon code? Why? If the symbols always face "north", then if people change their camera angles, they will not be readable, and if they use a non-overhead POV, the symbols will just turn into visual mush.
That said... if you really want to do it, the easiest way would probably be with TexRect, so that it's always aligned with the top of the screen... but meh, that's pretty much exactly the same as icons, only it wouldn't scale with distance, and it sounds like a recipe for visual chaos, to me...
[EDIT]
You want to do icon-like stuff, but not use Spring's native icon code? Why? If the symbols always face "north", then if people change their camera angles, they will not be readable, and if they use a non-overhead POV, the symbols will just turn into visual mush.
That said... if you really want to do it, the easiest way would probably be with TexRect, so that it's always aligned with the top of the screen... but meh, that's pretty much exactly the same as icons, only it wouldn't scale with distance, and it sounds like a recipe for visual chaos, to me...
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Mod Question Repository... Questions come in, answers go out
whats is textrect?
Re: Mod Question Repository... Questions come in, answers go out
gl.TexRect, a Lua call.
Re: Mod Question Repository... Questions come in, answers go out
Doh, sorry for not putting that into context. But yeah, you want to use LUA, if you want it to behave like you're asking. Personally, meh, I'd just use our basic icon system, at least for an initial mockup.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Mod Question Repository... Questions come in, answers go out
how would the texrect lua call work/ look like?
Re: Mod Question Repository... Questions come in, answers go out
It's gl.TexRect(x, y, x+width, y-height) and I think it creates a rectangle with UV coords.
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- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: Mod Question Repository... Questions come in, answers go out
I now have the problem that when I want to let a non-builder to be guarded by a unit I get "Command canceled - two units can't guard each other" and I couldn't find a reason for this yet...
While guarding armed units doesn't work at all for builders there seems to be a rather correct behaviour i.e. you tell one builder to guard another and it works but if you try to then do it the other way round too you get the "Command canceled - two units can't guard each other" again which in this case is correct...
It' also strange that in BA for example you can create "cross-guardings" which just create some can't-do-sounds after a while but the commands get applied...
Any ideas what exactly creates this behaviour?
While guarding armed units doesn't work at all for builders there seems to be a rather correct behaviour i.e. you tell one builder to guard another and it works but if you try to then do it the other way round too you get the "Command canceled - two units can't guard each other" again which in this case is correct...
It' also strange that in BA for example you can create "cross-guardings" which just create some can't-do-sounds after a while but the commands get applied...
Any ideas what exactly creates this behaviour?
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- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: Mod Question Repository... Questions come in, answers go out
I actually found the problem: The build costs widget caused this behaviour - an update to 1.02 fixed it for me...
- BlueTemplar
- Posts: 314
- Joined: 28 Oct 2007, 22:37
Re: Mod Question Repository... Questions come in, answers go out
Most of XTA and CA units are using special weapon effects, but when I look at the mod files I can't seem to find what is different from BA... Is there something like a "shader config" involved?
Re: Mod Question Repository... Questions come in, answers go out
Um, the weapon effects are defined in the weapon, not the Unit.
Re: Mod Question Repository... Questions come in, answers go out
There might be some LUPS things, you'll have to ask jK about that.BlueTemplar wrote:Most of XTA and CA units are using special weapon effects, but when I look at the mod files I can't seem to find what is different from BA... Is there something like a "shader config" involved?
- BlueTemplar
- Posts: 314
- Joined: 28 Oct 2007, 22:37
Re: Mod Question Repository... Questions come in, answers go out
it's because I have this weird graphical bug, that happens with XTA, EDIT:CA, and MA (but not BA, SA...)

- Attachments
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- screen040.jpg
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Last edited by BlueTemplar on 26 Mar 2008, 22:32, edited 2 times in total.
- BlueTemplar
- Posts: 314
- Joined: 28 Oct 2007, 22:37
Re: Mod Question Repository... Questions come in, answers go out
It's like the textures are corrupted, but pasting the textures from BA and tatextures in the mod didn't change anything...
I find there is a similarity with this bug I had when trying to make an old mod to work

viewtopic.php?t=14217&p=264654#p264654
I find there is a similarity with this bug I had when trying to make an old mod to work
viewtopic.php?t=14217&p=264654#p264654
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- screen011.jpg
- (154.38 KiB) Downloaded 79 times
Last edited by BlueTemplar on 26 Mar 2008, 22:31, edited 2 times in total.
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Re: Mod Question Repository... Questions come in, answers go out
Well what graphics card and drivers do you use? It seems like you have distortions for all the additional textures that come with the mod file. I also guess it's CA which didn't work for you (you listed BA twice
)...

Re: Mod Question Repository... Questions come in, answers go out
Um, the two shots show completely different things, but yeah, either way, it's borked. I'd say it's probably a Lua problem. Does this happen with P.U.R.E.? If yes, then it's not Lua, I'm not using any Lua special FX in 0.55.
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- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: Mod Question Repository... Questions come in, answers go out
@Argh:
Well as his first shot is from MA and I also just use normal Cegs and no LUPS or something like that I'd guess it has nothing to do with LUA...
Well as his first shot is from MA and I also just use normal Cegs and no LUPS or something like that I'd guess it has nothing to do with LUA...
Re: Mod Question Repository... Questions come in, answers go out
Ah. Well... the other thing it could be is the texture format. Look in your bitmaps... are you guys using TGA, or PNG?
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- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: Mod Question Repository... Questions come in, answers go out
As for me - I'm using TGAs...