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Resource thread.
Posted: 23 Dec 2006, 02:33
by smoth
This is a thread for people to post resources that they wish to release under creative commons for other spring projects to use.
Comments on this thread should now go:
here.
If you are having issues with the explosion scripts be sure to add the necessary graphical files in the bmp directory and the references into your resources.tdf
Effects files from gundam 1.1
Posted: 23 Dec 2006, 02:37
by smoth

steven (smoth) Smith, release these files into creative commons, with one condition that you tell others where you aquired them so they can also use these files. Enjoy the fx scripts and art.
CREATIVE COMMONS LICENSE
-Smoth
download availble here
Kampfer run animation with dust particle poof
Posted: 23 Dec 2006, 02:46
by smoth
http://cs.selu.edu/~ssmith/BB/files/screen.gif
Animation in action
This file uses the dirt particle
Code: Select all
static-var ISMOVING, bAiming, terraintype, bCanAim;
#define dirt 1024+0
/*------------------------------------------------------
/ run animations
/-----------------------------------------------------*/
walk()
{
turn right_l to y-axis <0> speed <135>;
turn left_l to y-axis <0> speed <130>;
turn right_l to z-axis <0> speed <135>;
turn left_l to z-axis <0> speed <130>;
turn foot_l to z-axis <0> speed <130>;
turn foot_r to z-axis <0> speed <130>;
turn base to x-axis <25> speed <395>;
turn r_forearm to x-axis <-55> speed <350>;
turn l_forearm to x-axis <-55> speed <350>;
turn rlgun2 to x-axis <35> speed <350>;
turn rlgun1 to x-axis <35> speed <350>;
if(ISMOVING)
{
turn base to y-axis <0> speed <395>;
turn right to x-axis <0> speed <150>;
turn left to x-axis <45> speed <450>;
turn left_l to x-axis <-50> speed <430>;
turn shin_l to x-axis <40> speed <330>;
turn foot_l to x-axis <20> speed <535>;
emit-sfx dirt from dustr;
turn foot_r to x-axis <-20> speed <535>;
turn base to y-axis <5> speed <395>;
turn right_l to x-axis <75> speed <395>;
turn shin_r to x-axis <20> speed <330>;
turn foot_l to x-axis <25> speed <535>;
sleep 240;
}
if(ISMOVING)
{
turn base to y-axis <0> speed <395>;
turn right to x-axis <45> speed <450>;
turn left to x-axis <0> speed <150>;
turn right_l to x-axis <-50> speed <430>;
turn shin_r to x-axis <40> speed <435>;
turn foot_r to x-axis <20> speed <535>;
emit-sfx dirt from dustl;
turn foot_l to x-axis <-20> speed <535>;
turn base to y-axis <-5> speed <395>;
turn left_l to x-axis <75> speed <395>;
turn shin_l to x-axis <20> speed <330>;
turn foot_r to x-axis <25> speed <535>;
sleep 240;
}
turn right to x-axis <0> speed <350>;
turn left to x-axis <0> speed <350>;
}
waterwalk()
{
turn right_l to y-axis <0> speed <135>;
turn left_l to y-axis <0> speed <130>;
turn right_l to z-axis <0> speed <135>;
turn left_l to z-axis <0> speed <130>;
turn foot_l to z-axis <0> speed <130>;
turn foot_r to z-axis <0> speed <130>;
turn base to x-axis <25> speed <395>;
turn r_forearm to x-axis <-55> speed <350>;
turn l_forearm to x-axis <-55> speed <350>;
turn rlgun2 to x-axis <35> speed <350>;
turn rlgun1 to x-axis <35> speed <350>;
if(ISMOVING)
{
turn right to x-axis <45> speed <550>;
turn left to x-axis <45> speed <550>;
turn left_l to x-axis <50> speed <430>;
turn shin_l to x-axis <40> speed <330>;
turn foot_l to x-axis <20> speed <535>;
turn right_l to x-axis <50> speed <430>;
turn shin_r to x-axis <40> speed <330>;
turn foot_r to x-axis <20> speed <535>;
emit-sfx kampfertail from thrust1;
emit-sfx kampfertail from thrust2;
emit-sfx kampfertail from thrust3;
emit-sfx dirt from dustr;
emit-sfx dirt from dustl;
sleep 240;
}
turn right to x-axis <0> speed <235>;
turn left to x-axis <0> speed <230>;
}
watershoot()
{
turn right_l to y-axis <0> speed <135>;
turn left_l to y-axis <0> speed <130>;
turn right_l to z-axis <0> speed <135>;
turn left_l to z-axis <0> speed <130>;
turn foot_l to z-axis <0> speed <130>;
turn foot_r to z-axis <0> speed <130>;
turn r_forearm to x-axis <0> speed <350>;
turn l_forearm to x-axis <0> speed <350>;
turn rlgun2 to x-axis <0> speed <350>;
turn rlgun1 to x-axis <0> speed <350>;
if(ISMOVING)
{
turn rlgun2 to x-axis <0> speed <350>;
turn rlgun1 to x-axis <0> speed <350>;
turn left_l to x-axis <50> speed <430>;
turn shin_l to x-axis <40> speed <330>;
turn foot_l to x-axis <20> speed <535>;
turn right_l to x-axis <50> speed <430>;
turn shin_r to x-axis <40> speed <330>;
turn foot_r to x-axis <20> speed <535>;
emit-sfx dirt from dustr;
emit-sfx dirt from dustl;
sleep 240;
}
}
shootwalk()
{
turn right_l to y-axis <0> speed <135>;
turn left_l to y-axis <0> speed <130>;
turn right_l to z-axis <0> speed <135>;
turn left_l to z-axis <0> speed <130>;
turn foot_l to z-axis <0> speed <130>;
turn foot_r to z-axis <0> speed <130>;
turn rlgun2 to x-axis <0> speed <350>;
turn rlgun1 to x-axis <0> speed <350>;
turn r_forearm to x-axis <0> speed <350>;
turn l_forearm to x-axis <0> speed <350>;
turn rlgun2 to x-axis <0> speed <350>;
turn rlgun1 to x-axis <0> speed <350>;
if(ISMOVING)
{
turn left_l to x-axis <-50> speed <430>;
turn shin_l to x-axis <40> speed <330>;
turn foot_l to x-axis <20> speed <535>;
emit-sfx dirt from dustr;
turn foot_r to x-axis <-20> speed <535>;
turn right_l to x-axis <75> speed <395>;
turn shin_r to x-axis <20> speed <330>;
turn foot_l to x-axis <25> speed <535>;
sleep 240;
}
if(ISMOVING)
{
turn right_l to x-axis <-50> speed <430>;
turn shin_r to x-axis <40> speed <435>;
turn foot_r to x-axis <20> speed <535>;
emit-sfx dirt from dustl;
turn foot_l to x-axis <-20> speed <535>;
turn left_l to x-axis <75> speed <395>;
turn shin_l to x-axis <20> speed <330>;
turn foot_r to x-axis <25> speed <535>;
sleep 240;
}
}
stopwalk ()
{
turn base to x-axis <0> speed <395>;
turn foot_l to x-axis <0> speed <395>;
turn foot_r to x-axis <0> speed <395>;
turn right_l to x-axis <0> speed <235>;
turn left_l to x-axis <0> speed <230>;
turn shin_l to x-axis <0> speed <235>;
turn shin_r to x-axis <0> speed <230>;
turn r_forearm to x-axis <0> speed <350>;
turn l_forearm to x-axis <0> speed <350>;
turn rlgun2 to x-axis <0> speed <350>;
turn rlgun1 to x-axis <0> speed <350>;
turn right_l to y-axis <-20> speed <135>;
turn left_l to y-axis <20> speed <130>;
turn right_l to z-axis <3> speed <135>;
turn left_l to z-axis <-3> speed <130>;
turn foot_l to z-axis <3> speed <130>;
turn foot_r to z-axis <-3> speed <130>;
}
stopwater()
{
turn base to x-axis <0> speed <395>;
turn foot_l to x-axis <40> speed <395>;
turn foot_r to x-axis <40> speed <395>;
turn right_l to x-axis <0> speed <235>;
turn left_l to x-axis <0> speed <230>;
turn shin_l to x-axis <0> speed <235>;
turn shin_r to x-axis <0> speed <230>;
turn r_forearm to x-axis <-55> speed <350>;
turn l_forearm to x-axis <-55> speed <350>;
turn rlgun2 to x-axis <25> speed <350>;
turn rlgun1 to x-axis <25> speed <350>;
turn right_l to y-axis <-10> speed <135>;
turn left_l to y-axis <10> speed <130>;
turn right_l to z-axis <5> speed <135>;
turn left_l to z-axis <-5> speed <130>;
turn foot_l to z-axis <5> speed <130>;
turn foot_r to z-axis <-5> speed <130>;
emit-sfx dirt from dustr;
emit-sfx dirt from dustl;
}
/*------------------------------------------------------
/ motion functions
/-----------------------------------------------------*/
StartMoving()
{ ISMOVING = TRUE; }
StopMoving()
{ ISMOVING = FALSE; }
Flamingass()
{
while(TRUE)
{
if (terraintype == 2 || terraintype == 3)
{
emit-sfx kampfertail from thrust1;
emit-sfx kampfertail from thrust2;
emit-sfx kampfertail from thrust3;
emit-sfx kampfertail from thrust4;
emit-sfx kampfertail from thrust5;
emit-sfx kampfertail from thrust6;
}
sleep 130;
}
}
MotionControl(pheh)
{
pheh = 1;
while (pheh)
{
IF (ISMOVING)
{
IF (baiming && (terraintype == 1 || terraintype == 4))
{
bCanAim = TRUE;
CALL-SCRIPT shootwalk();
}
else if ((terraintype == 1 || terraintype == 4))
{
bCanAim = FALSE;
CALL-SCRIPT walk();
}
IF (baiming && (terraintype == 2 || terraintype == 3))
{
bCanAim = TRUE;
CALL-SCRIPT watershoot();
}
else if (terraintype == 2 || terraintype == 3)
{
bCanAim = FALSE;
CALL-SCRIPT waterwalk();
}
}
else if (terraintype == 1 || terraintype == 4)
{
bCanAim = TRUE;
CALL-SCRIPT stopwalk();
}
else if (terraintype == 2 || terraintype == 3)
{
bCanAim = TRUE;
CALL-SCRIPT stopwater();
if(!baiming)
{
turn l_forearm to x-axis <-40> speed <250>;
turn r_forearm to x-axis <-40> speed <250>;
}
}
sleep 10;
}
}
setSFXoccupy(setSFXoccupy_argument)
{
terraintype = setSFXoccupy_argument;
//2 = Moving over water
//4 = Moving over land
}
/*
notes on this function:
setSFXoccupy(setSFXoccupy_argument)
{
terrain_code = setSFXoccupy_argument;
1 = Moving from water to land
2 = Moving over water
3 = Moving from land to water
4 = Moving over land
}*/
//------------------------------------------------------
//start ups :)
//------------------------------------------------------
Create()
{
// Initial State
ISMOVING = FALSE;
bAiming = FALSE;
bCanAim = TRUE;
start-script MotionControl();
start-script setSFXoccupy();
start-script Flamingass();
}
steven (smoth) Smith, release this script into creative commons, with one condition that you tell others where you aquired them so they can also use these files. Enjoy the script.
CREATIVE COMMONS LICENSE
-Smoth
Units that move faster in water then they would on land.
Posted: 23 Dec 2006, 03:26
by smoth
if your unit has: upright =1
Code: Select all
static-var terraintype;
setSFXoccupy(setSFXoccupy_argument)
{
terraintype = setSFXoccupy_argument;
if(terraintype == 2)
{ SET MAX_SPEED to [4]; }
else
{ SET MAX_SPEED to [1.6]; }
}
Create()
{
start-script setSFXoccupy();
}
if your unit does not have: upright =1
Code: Select all
waterboost()
{
if(get GROUND_HEIGHT(get PIECE_XZ(head)) <= 0)
{ SET MAX_SPEED to [4]; }
else
{ SET MAX_SPEED to [1.6]; }
}
Create()
{
start-script waterboost();
}
steven (smoth) Smith, release this script piece into creative commons, with one condition that you tell others where you acquired them so they can also use these files. Enjoy the script piece
CREATIVE COMMONS LICENSE

Posted: 23 Dec 2006, 03:33
by smoth
Posted: 31 Dec 2006, 20:12
by Tobi
Split the topic.
Comments should now go
here.
Posted: 12 Jan 2007, 05:23
by smoth
new bomb explosion
Code: Select all
[verticalbomb]
{
[pop]
{
class=heatcloud;
[properties]
{
texture=redexplo;
heat = 10;
maxheat = 15;
heatFalloff = 0.5;
size = 90;
sizeGrowth = 0.9;
pos = r-2 r2, 5, r-2 r2;
speed=0, 1 0, 0;
}
air=1;
water=1;
ground=1;
count=1;
}
[pillar]
{
class=heatcloud;
[properties]
{
texture=redexplo;
heat = 15;
maxheat = 15;
heatFalloff = 2.5;
size = 90;
sizeGrowth = -11;
pos = 0,-100 i12, 0;
speed=0, 25, 0;
}
air=1;
water=1;
ground=1;
count=8;
}
[smoke]
{
[properties]
{
color = 0.3;
ageSpeed=0.15;
size = 63;
sizeGrowth = -25;
pos = 0,-130 i13,0;
speed=0, 27, 0;
}
air=1;
water=1;
ground=1;
count=10;
}
[POOF00]
{
class=CSimpleParticleSystem;
[properties]
{
Texture=randdots;
colorMap = 1.0 1.0 1.0 0.04 0.5 0.5 0.2 0.01 0.5 0.1 0.1 0.01;
pos = 0, 2, 0;
gravity = 0, -0.005, 0;
emitVector = 0, 1, 0;
emitRot = 45;
emitRotSpread = 32;
sizeGrowth = 0.8;
sizeMod = 1.0;
airdrag = 0.8;
particleLife = 5;
particleLifeSpread = 16;
numParticles = 16;
particleSpeed = 16;
particleSpeedSpread = 3;
particleSize = 5;
particleSizeSpread = 0;
directional = 0;
useAirLos = 0;
}
air=1;
ground=1;
count=1;
}
[dirt]
{
[properties]
{
size=20;
color=0.2, 0.1, 0.05;
alphaFalloff=2;
speed= r1.5 r-1.5, 2, r1.5 r-1.5;
pos=r-10 r10, 0, r-10 r10;
}
ground=1;
count=4;
}
[groundflash]
{
ttl = 17;
flashSize = 120;
flashAlpha = 0.9;
circleGrowth = 8;
circleAlpha = 0.5;
color = 1, 0.3, 0;
air=1;
ground=1;
water=1;
}
}
steven (smoth) Smith, release these files into creative commons, with one condition that you tell others where you aquired them so they can also use these files. Enjoy the fx scripts and art.
CREATIVE COMMONS LICENSE
You will need the explosion files listed at the top of this thread along with the image(randdots.tga) that is included with spring.
-Smoth
Posted: 12 Jan 2007, 22:12
by smoth
Gas Bomb
Code: Select all
[gascloud]
{
[BOOM]
{
class=heatcloud;
[properties]
{
texture=3explo;
heat = 10;
maxheat = 15;
heatFalloff = 0.2;
size = 150;
sizeGrowth = 0.9;
pos = r-2 r2, 5, r-2 r2;
speed=0, 1 0, 0;
}
air=1;
water=1;
ground=1;
count=1;
}
[firepoof2]
{
class=CSimpleParticleSystem;
[properties]
{
Texture=3explo;
colorMap = 0.2 1.0 0.2 0.04 0.7 0.9 0.2 0.01 0.2 0.6 0.1 0.01;
pos = 0, 5, 0;
gravity = 0, -0.005, 0;
emitVector = 0, 1, 0;
emitRot = 60;
emitRotSpread = 32;
sizeGrowth = 0.8;
sizeMod = 1.0;
airdrag = 0.8;
particleLife = 7;
particleLifeSpread = 16;
numParticles = 16;
particleSpeed = 22;
particleSpeedSpread = 1;
particleSize = 66;
particleSizeSpread = 0;
directional = 0;
useAirLos = 0;
}
air=1;
ground=1;
water=1;
count=1;
}
[firepoof]
{
class=CSimpleParticleSystem;
[properties]
{
Texture=randdots;
colorMap = 0.2 1.0 0.2 0.04 0.7 0.9 0.2 0.01 0.2 0.6 0.1 0.01;
pos = 0, 5, 0;
gravity = 0, -0.005, 0;
emitVector = 0, 1, 0;
emitRot = 60;
emitRotSpread = 32;
sizeGrowth = 0.8;
sizeMod = 1.0;
airdrag = 0.8;
particleLife = 7;
particleLifeSpread = 16;
numParticles = 16;
particleSpeed = 32;
particleSpeedSpread = 5;
particleSize = 55;
particleSizeSpread = 0;
directional = 0;
useAirLos = 0;
}
air=1;
ground=1;
count=1;
}
[dirtypoof]
{
class=dirt;
[properties]
{
size=40;
color=0.2, 0.1, 0.0;
alphaFalloff=2;
speed= r3.5 r-3.5, 2, r3.5 r-3.5;
pos=r-100 r100, 0, r-100 r100;
}
ground=1;
count=20;
}
[WATERPOOF]
{
class=CSimpleParticleSystem;
[properties]
{
Texture=redexplo;
colorMap = 0.0 1.0 0.0 0.04 0.7 1.0 0.2 0.01 0.5 0.8 0.2 0.01;
pos = 0, 5, 0;
gravity = 0, -0.005, 0;
emitVector = 0, 1, 0;
emitRot = 60;
emitRotSpread = 32;
sizeGrowth = 0.8;
sizeMod = 1.0;
airdrag = 0.8;
particleLife = 7;
particleLifeSpread = 16;
numParticles = 32;
particleSpeed = 32;
particleSpeedSpread = 16;
particleSize = 50;
particleSizeSpread = 0;
directional = 0;
useAirLos = 0;
}
water=1;
count=1;
}
[watersplash]
{
class=dirt;
[properties]
{
size=80;
color=0.7, 0.7, 1.0;
alphaFalloff=2;
speed= r0.5 r-0.5, 2, r0.5 r-0.5;
pos=r-100 r100, 0, r-100 r100;
}
water=1;
count=20;
}
[groundflash]
{
ttl = 30;
flashSize = 160;
flashAlpha = 0.9;
circleGrowth = 5;
circleAlpha = 0.9;
color = 0.2, 1.0, 0.1;
air=1;
ground=1;
water=1;
}
}
steven (smoth) Smith, release these files into creative commons, with one condition that you tell others where you aquired them so they can also use these files. Enjoy the fx scripts and art.
CREATIVE COMMONS LICENSE
You will need the explosion files listed at the top of this thread along with the image(randdots.tga) that is included with spring.
-Smoth
Posted: 12 Jan 2007, 22:15
by smoth
Effect for LordLemmi, "earthquake bomb," I was told he wanted a red explosion to represent an earthquake missile hitting. I figured.. nothing better then molten hot *DR EVIL* mag-maaah*/DR EVIL* coming out with the impact

.
Code: Select all
[earthquakegun]
{
[pop]
{
class=heatcloud;
[properties]
{
texture=redexplo;
heat = 10;
maxheat = 15;
heatFalloff = 0.5;
size = 300;
sizeGrowth = 0.9;
pos = r-2 r2, 5, r-2 r2;
speed=0, 1 0, 0;
}
air=1;
water=1;
ground=1;
count=1;
}
[POOF00]
{
class=CSimpleParticleSystem;
[properties]
{
Texture=flare;
colorMap = 1.0 0.0 0.0 0.04 1.0 0.2 0.2 0.01;
pos = 0, 2, 0;
gravity = 0, -0.005, 0;
emitVector = 0, 1, 0;
emitRot = 45;
emitRotSpread = 32;
sizeGrowth = 0.8;
sizeMod = 1.0;
airdrag = 0.8;
particleLife = 5;
particleLifeSpread = 16;
numParticles = 128;
particleSpeed = 16;
particleSpeedSpread = 16;
particleSize = 1;
particleSizeSpread = -0.3;
directional = 0;
useAirLos = 0;
}
air=1;
ground=1;
count=1;
}
[firepoof]
{
class=CSimpleParticleSystem;
[properties]
{
Texture=randdots;
colorMap = 1.0 1.0 0.8 0.04 0.7 0.5 0.2 0.01 0.7 0.1 0.1 0.01;
pos = 0, 5, 0;
gravity = 0, -0.005, 0;
emitVector = 0, 1, 0;
emitRot = 60;
emitRotSpread = 32;
sizeGrowth = 0.8;
sizeMod = 1.0;
airdrag = 0.8;
particleLife = 7;
particleLifeSpread = 16;
numParticles = 32;
particleSpeed = 32;
particleSpeedSpread = 16;
particleSize = 25;
particleSizeSpread = 0;
directional = 0;
useAirLos = 0;
}
air=1;
ground=1;
count=1;
}
[dirtypoof]
{
class=dirt;
[properties]
{
size=40;
color=0.2, 0.1, 0.05;
alphaFalloff=2;
speed= r0.5 r-0.5, 2, r0.5 r-0.5;
pos=r-100 r100, 0, r-100 r100;
}
ground=1;
count=20;
}
[WATERPOOF]
{
class=CSimpleParticleSystem;
[properties]
{
Texture=randdots;
colorMap = 1.0 1.0 1.0 0.04 0.8 0.8 1.0 0.01 0.5 0.5 0.6 0.01;
pos = 0, 5, 0;
gravity = 0, -0.005, 0;
emitVector = 0, 1, 0;
emitRot = 60;
emitRotSpread = 32;
sizeGrowth = 0.8;
sizeMod = 1.0;
airdrag = 0.8;
particleLife = 7;
particleLifeSpread = 16;
numParticles = 32;
particleSpeed = 32;
particleSpeedSpread = 16;
particleSize = 50;
particleSizeSpread = 0;
directional = 0;
useAirLos = 0;
}
water=1;
count=1;
}
[watersplash]
{
class=dirt;
[properties]
{
size=80;
color=0.7, 0.7, 1.0;
alphaFalloff=2;
speed= r0.5 r-0.5, 2, r0.5 r-0.5;
pos=r-100 r100, 0, r-100 r100;
}
water=1;
count=20;
}
[groundflash]
{
ttl = 30;
flashSize = 500;
flashAlpha = 0.9;
circleGrowth = 25;
circleAlpha = 0.9;
color = 1, 0.1, 0.0;
air=1;
ground=1;
water=1;
}
[pillar0]
{
class=heatcloud;
[properties]
{
texture=redexplo;
heat = 15;
maxheat = 15;
heatFalloff = 1.5;
size = 110;
sizeGrowth = -11;
pos = 0,-100 i18, 0;
speed=0, 25, 0;
}
air=1;
water=1;
ground=1;
count=8;
}
[pillar1]
{
class=heatcloud;
[properties]
{
texture=redexplo;
heat = 15;
maxheat = 15;
heatFalloff = 2.5;
size = 90;
sizeGrowth = -11;
pos = 66,-100 i12, 66;
speed=0, 25, 0;
}
air=1;
water=1;
ground=1;
count=8;
}
[pillar2]
{
class=heatcloud;
[properties]
{
texture=redexplo;
heat = 15;
maxheat = 15;
heatFalloff = 2.5;
size = 90;
sizeGrowth = -11;
pos = -66,-100 i12, -66;
speed=0, 25, 0;
}
air=1;
water=1;
ground=1;
count=8;
}
[pillar3]
{
class=heatcloud;
[properties]
{
texture=redexplo;
heat = 15;
maxheat = 15;
heatFalloff = 2.5;
size = 90;
sizeGrowth = -11;
pos = 66,-100 i12, -66;
speed=0, 25, 0;
}
air=1;
water=1;
ground=1;
count=8;
}
[pillar4]
{
class=heatcloud;
[properties]
{
texture=redexplo;
heat = 15;
maxheat = 15;
heatFalloff = 2.5;
size = 90;
sizeGrowth = -11;
pos = -66,-100 i12, 66;
speed=0, 25, 0;
}
air=1;
water=1;
ground=1;
count=8;
}
}
steven (smoth) Smith, release these files into creative commons, with one condition that you tell others where you aquired them so they can also use these files. Enjoy the fx scripts and art.
CREATIVE COMMONS LICENSE
You will need the explosion files listed at the top of this thread along with the image(randdots.tga) that is included with spring.
-Smoth
Posted: 18 Jan 2007, 17:12
by tombom
[KnoX]ElementalGizmo wrote:oooow pwitty!
Comments thread
Posted: 21 Jan 2007, 20:00
by [KnoX]ElementalGizmo
Ide like to share these 2 ground flash i am currently working on. I have posted a link to a different site that also happens to contain my questions lol
http://xta.wolfgame.org/forum/viewtopic.php?p=91#91
As far as the law goes, im not fussed what u do with my work, as long as u are respectful enough to ask my permission and to include include credits i am more than happy to share my work with all
peace,
Gizmo
Posted: 04 Feb 2007, 18:09
by Guessmyname
smoth wrote:(Images snipped)
Get the here
These models are old but may still be usefull to some people. So....
This link is broken and needs updating
Posted: 04 Feb 2007, 20:50
by smoth
Guessmyname wrote:smoth wrote:(Images snipped)
Get the here
These models are old but may still be usefull to some people. So....
This link is broken and needs updating
for the third damn time, comments go HERE!:
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8702
Re: Effects files from gundam 1.1
Posted: 23 Apr 2007, 23:20
by Yayo01
smoth wrote:

steven (smoth) Smith, release these files into creative commons, with one condition that you tell others where you aquired them so they can also use these files. Enjoy the fx scripts and art.
CREATIVE COMMONS LICENSE
-Smoth
download availble here
Ermm kinda back....Can i use this textures in a ZeroHour Mod i'm making?
Credits and url will be posted in my forum

Posted: 23 Apr 2007, 23:25
by smoth
sure, if you have a use for them go ahead, oh, pm me a link I would love to see the project you working on!
Posted: 13 Jun 2007, 15:25
by Zpock
How to make vehicles adjust to the terrain in a more natural way:
http://spring.clan-sy.com/phpbb/viewtopic.php?t=10730
Posted: 25 Jun 2007, 04:59
by smoth
Posted: 01 Aug 2007, 16:33
by smoth
Code to stop a unit from moving while firing.
Code: Select all
holdit()
{
while(1)
{
IF (baiming == TRUE)
{ SET MAX_SPEED to [0.0001]; }
else
SET MAX_SPEED to [1.0];
sleep 100;
}
}
insert into the create function like this:
Create()
{
bAiming = FALSE;
start-script holdit();
}
Posted: 05 Sep 2007, 03:26
by Gnomre
Just ran across this in the source and smoth told me to post it here:
Code: Select all
//this seem to be the closest thing to floating that ta wreckage contains
fd->floating = fdTable.GetBool("nodrawundergray", true);
if (fd->floating && !fd->blocking) {
fd->floating = false;
}
In other words, set "nodrawundergray" and "blocking" both to 1 in your feature tdf and the feature will float on the water surface instead of sinking.
Could it be renamed, though? I doubt anyone's purposely using it yet, so now would be the time.
Posted: 05 Sep 2007, 10:26
by KDR_11k
Just for reference I'd like to mention that Smoth's stop-while-aiming code can be done more easily by directly putting the MAX_SPEED stuff into the aiming function where you'd set bAiming to true or false, thus saving a COB thread.