Spring:1944 dev and testing
Moderator: Moderators
http://rattle.from-hell.net/spring/s44/
Some screens of stuff I've noticed, too lazy to explain now. You might know half or all of it anyway.
PS: UV maps for the rear section of all tanks' tracks need to be flipped in order to animate correctly. Right now they roll in the wrong direction.
Other than that, this mod is one of the best looking ones.
Some screens of stuff I've noticed, too lazy to explain now. You might know half or all of it anyway.
PS: UV maps for the rear section of all tanks' tracks need to be flipped in order to animate correctly. Right now they roll in the wrong direction.
Other than that, this mod is one of the best looking ones.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
phuh puh *spits* dun like other peoples words in my mouth ^_^ (even as well intentioned as yours are neddieneddiedrow wrote:PressureLine might be able to do that.FLOZi wrote:I demand build animsneddiedrow wrote:We assume, actually, that they're getting dressed in the barracks.

- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Any reasonable suggestions as to how to best go about doing that are much appreciated.
Most of the ideas we've had so far would be ridiculously work-intensive (like adding infantry models to all the buildings, then animating them doing work around it as it rises), which is why nothing more than the slowly rising out of the ground thing has happened yet.
Also: energy may be getting rejigged yet again, this time with a much more labor intensive setup. So I'll probably do the traditional route of implementing it for only one side to see how it goes first. More details coming once I find time to actually implement it.
Most of the ideas we've had so far would be ridiculously work-intensive (like adding infantry models to all the buildings, then animating them doing work around it as it rises), which is why nothing more than the slowly rising out of the ground thing has happened yet.
Also: energy may be getting rejigged yet again, this time with a much more labor intensive setup. So I'll probably do the traditional route of implementing it for only one side to see how it goes first. More details coming once I find time to actually implement it.
Just keep the nanostreams on the builders until you think of something better.Nemo wrote:Most of the ideas we've had so far would be ridiculously work-intensive (like adding infantry models to all the buildings, then animating them doing work around it as it rises), which is why nothing more than the slowly rising out of the ground thing has happened yet.
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
SWS uses scaffolds for it's construction process. It's quite a difficult and work-intensive process to implement them, though.
It's still important to have some sort of nanolathe-like effect (ie: something coming from the builder, to the construction), because otherwise it's difficult to tell who is working on what, whether a guy is actually building something or just standing there, etc.
It's still important to have some sort of nanolathe-like effect (ie: something coming from the builder, to the construction), because otherwise it's difficult to tell who is working on what, whether a guy is actually building something or just standing there, etc.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
you can replace nanobeam texture, as per kernel panic.
why not replace nano with dollar signs (representitive of expenditure..?) or somthing themed like that. failing that yeah, just return the nano effect
why not replace nano with dollar signs (representitive of expenditure..?) or somthing themed like that. failing that yeah, just return the nano effect
Last edited by 1v0ry_k1ng on 28 Sep 2007, 17:18, edited 1 time in total.
-
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Spring 0.75b2 has crashed.
Exception: Access violation (0xc0000005)
Exception Address: 0x7c9111de
DLL information:
Stacktrace:
(0) Unknown [0x7C9111DE]
(1) Unknown [0x77C2C3C9]
(2) Unknown [0x77C2C3E7]
(3) Unknown [0x77C2C42E]
(4) Unknown [0x00A7B70E]
(5) Unknown [0x007639CF]
(6) Unknown [0x00763BCA]
(7) Unknown [0x0076AF29]
(8) Unknown [0x00761AAB]
(9) Unknown [0x005BB85C]
(10) Unknown [0x005DB50C]
(11) Unknown [0x005DE5EE]
(12) Unknown [0x00819AA9]
(13) Unknown [0x00821C68]
(14) Unknown [0x00822038]
(15) Unknown [0x00822269]
(16) Unknown [0x0090F147]
(17) Unknown [0x00401292]
(18) Unknown [0x004012DD]
(19) Unknown [0x7C816D4F]
Exception: Access violation (0xc0000005)
Exception Address: 0x7c9111de
DLL information:
Stacktrace:
(0) Unknown [0x7C9111DE]
(1) Unknown [0x77C2C3C9]
(2) Unknown [0x77C2C3E7]
(3) Unknown [0x77C2C42E]
(4) Unknown [0x00A7B70E]
(5) Unknown [0x007639CF]
(6) Unknown [0x00763BCA]
(7) Unknown [0x0076AF29]
(8) Unknown [0x00761AAB]
(9) Unknown [0x005BB85C]
(10) Unknown [0x005DB50C]
(11) Unknown [0x005DE5EE]
(12) Unknown [0x00819AA9]
(13) Unknown [0x00821C68]
(14) Unknown [0x00822038]
(15) Unknown [0x00822269]
(16) Unknown [0x0090F147]
(17) Unknown [0x00401292]
(18) Unknown [0x004012DD]
(19) Unknown [0x7C816D4F]