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Posted: 19 Nov 2007, 18:01
by smoth
Image
NOOOOOOOOOOOOOTHING

Posted: 19 Nov 2007, 18:05
by Argh
We keep hoping it'll get used for shaders that we can define, or alpha-transparency, if nothing else, but nobody ever gets around to it :P

Posted: 19 Nov 2007, 18:41
by Zpock
Bump map plz...

Posted: 19 Nov 2007, 18:47
by Argh
Shader channel, with a FBI tag specifying what the blue grayscale does, would be win. For that matter, being able to specify all RGBA values and point towards shaders would mean that we could have 4 per model... imagine what we could do with that...

Posted: 19 Nov 2007, 23:29
by Neddie
smoth wrote:Image
NOOOOOOOOOOOOOTHING
We're in a deep depression, and honestly, I think we're starting to like it.

Posted: 20 Nov 2007, 19:20
by rattle

Posted: 21 Nov 2007, 03:47
by MR.D
Thanks Rattle :-)

I'm going to shoot for something simpler on the next release, maybe the Construction vehicle, then all thats left is to do are the Leveler, Weasel, and Garpike to finish up the LVL-1 lineup.

Posted: 21 Nov 2007, 12:15
by DemO
Then you move on to kbots, air, hovers and ships, right? :D

Posted: 21 Nov 2007, 14:01
by MR.D
I might do a few random units here and there, but you guys will probably be sick of me by then :-)

Seriously though, if the rest of the community got involved we could probably have every single unit in TA remodeled, textured, and scripted in about 2-3 months.

Me doing it, at the pace I work would take about a year :lol:

Posted: 21 Nov 2007, 16:42
by Sheekel
I'm attempting to contribute by doing arm but none ive come up with so far have looked good,

Posted: 21 Nov 2007, 18:23
by MelTraX
Btw, this gave

Code: Select all

CobError: Invalid piecenumber for emit-sfx (in scripts/cormist.cob:DamageControl at 4d)
CobError: Invalid piecenumber for explode (in scripts/cormist.cob:Killed at 1ca)
in Complete Annihilation r963..

Posted: 21 Nov 2007, 19:38
by MR.D
Its probably something really simple like a missing "empty" object.

The model itself confused me tbh, it had 3 front flare objects (but only 2 rocket tubes :cry: ) 1 exhaust, and 1 dummy object for the .3do, the extra flare and dummy object don't seem to be needed for anything.

Posted: 21 Nov 2007, 20:14
by rattle
Oh... yeah, forgot to add an empty base object as well as rename base to body etc (body was missing). It's fixed now. Same url.

detail

Posted: 21 Nov 2007, 20:23
by daan 79
d really astonishing

I also wish some detail. I trying to get detailed about it. Ok lets try. Yeah the parts on the tracks(wheels) maybe could be seperated some hoh different maybe les detailed by texture more detailed by shape and i think using the tracks for this idea might fail but i think you will deside for the best.

soem believed this never was ever gonna happen!

Posted: 21 Nov 2007, 22:52
by MR.D
Well sombody has to get the ball rolling, right?

Posted: 22 Nov 2007, 00:13
by NOiZE
Very nice work MR. D, i hope that soon BA will have no excuse anymore :-)

Posted: 22 Nov 2007, 04:02
by Noruas
Yeah darn BA, whoever that guy is control better knows at least about these models, JERK! :roll:
MR.D wrote:
NOiZE wrote:Really nice work!!!

Awesome!
Thank me by putting them in BA :wink:
Pwned... :lol:

Posted: 25 Nov 2007, 10:22
by rattle
Updated and fixed the script.
Use #define CA or BA for the respective emit-sfx stuff.