Your chance to help develop spring. tracks
Moderator: Moderators
Your chance to help develop spring. tracks
For all those that say that you want to help develop spring but cant program here is your chance. Add tracks to all XTA tanks.
The files you need to edit is inside xta_se_v060.sdz which can be found in the mod directory and its a standard zip file. Inside that there is a units/ folder containing fbi files that is standard text files for the different units. Edit all of these corresponding to tanks so that they leave tracks. The 5 lines that need to be added to each is
trackWidth=43; //this will have to be manually fitted to each tanks width
trackOffset=8; //this is how far forward from the middle the track should be created, experiment with it till you cant see the track being created
trackStrength=8; //this is how visible the track should be and how far it should stay on the ground, some example values could be goliath=10,bulldog=8,stumpy=6,flash=4
trackStretch=1; //this is how far the track is stretched in forward direction compared to the side direction, can probably be left at 1
trackType=StdTank; //this refer to a picture in bitmaps/tracks, can probably be left at stdtank if you dont want one with thinner/thicker tracks compared to the tank width or another pattern of the tracks (maybe one pattern for core and one for arm ?). Inside the picture the red channel refer to the brightness and the green channel to the alpha (how visible it is) of the track. Blue channel is unused. Maybe someone should improve the stdtank one also.
Im not sure if good tracks for kbots can be created with this system so you might want to wait with those, in the new unit format we will allow for the scripts to create track to sync them with the footsteps.
If several ppl are interested in helping please try to partition the units between you.
The files you need to edit is inside xta_se_v060.sdz which can be found in the mod directory and its a standard zip file. Inside that there is a units/ folder containing fbi files that is standard text files for the different units. Edit all of these corresponding to tanks so that they leave tracks. The 5 lines that need to be added to each is
trackWidth=43; //this will have to be manually fitted to each tanks width
trackOffset=8; //this is how far forward from the middle the track should be created, experiment with it till you cant see the track being created
trackStrength=8; //this is how visible the track should be and how far it should stay on the ground, some example values could be goliath=10,bulldog=8,stumpy=6,flash=4
trackStretch=1; //this is how far the track is stretched in forward direction compared to the side direction, can probably be left at 1
trackType=StdTank; //this refer to a picture in bitmaps/tracks, can probably be left at stdtank if you dont want one with thinner/thicker tracks compared to the tank width or another pattern of the tracks (maybe one pattern for core and one for arm ?). Inside the picture the red channel refer to the brightness and the green channel to the alpha (how visible it is) of the track. Blue channel is unused. Maybe someone should improve the stdtank one also.
Im not sure if good tracks for kbots can be created with this system so you might want to wait with those, in the new unit format we will allow for the scripts to create track to sync them with the footsteps.
If several ppl are interested in helping please try to partition the units between you.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
I've put tracks to all OTA units with evolva models (not perfect tracks, but they do the trick), but then I noticed a bad bug. When two units with different kind of tracks move in the same time, suddenly one of the unit gets its track surimposed with the track of the other unit. It looks ugly. For instance when a kbot move alone, it's fine, but as soon as a tank start moving, the kbot track turns into a kbot+tank track.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Here's my version with tracks for all OTA units. I used the SY's .bmp tracks for tanks and most kbots (just the name was changed), and made only two more .bmp, one for six legged units, and one for the Krogoth. Many units use the same track tags values, I just changed when it really looked bad. Pictures don't look pretty with tracks surimposing. I'd have to do a picture for each kind of track. And I'm unable to compile the last CVS by myself. Just download and install my mod pack, and play on Ashpen (the white snow is great to see clearly the tracks). If no one wants to play, just play alone (move the "You won" windows to the corner, and play without enemy). Then use .cheats and .nocost to quickly build everything and make a mess. Oh and I noticed you can't have a trackstrength superior to 10, or else the track reappears for one more round after disappearing.