User:Smoth
https://www.youtube.com/watch?v=ShNUz8dXTIY ^ gimp texturing in a similar style to my own for those who are poor and DON'T have a pegleg and a cutlas. [09:09:47] <[LCC]jK> truth is there are only 2 facts: synced can never READ unsynced data, and unsynced can never WRITE synced data [09:10:02] <[LCC]jK> everything else is allowed
Plans for game developer restructure:
3 sections, beginer, intermediate and advanced.
Game creation:
Beginner:(1 star)
- focus on how does I get my game in spring
- how can I alter what is already there
- stay within knorkes beginner game, we want to have the user in a sort of sandbox.
- think mutator
Intermediate:(2 stars)
- focus on creating your own content and using it in game
- introduce them into existing resources lua/models/art
- most tutorials will be located here.
- think mod
Advanced:(3 stars)
- person is experience programmer or familiar with spring already.
- no tutorials, just informational links, this person wants information not how tos.
Map creation:
- pretty much just a big dump of all the map related resources for now.
Notes for SimpleParticleSystem:
- float3 pos
Origon point for your particle system. - AtlasedTexture texture
Texture for the particles, defined in resources.tdf. - float3 emitVector
Use DIR to have it acquire a direction, this will utilize a poly on your object that you choose as an emitter.
See my notes on vectors to understand how to use the vectors of this:
i.e. 0,1,0 is straight up - CColorMap colorMap
This will give your system a range of colors spread over time.
it has 4 parts:
RED, GREEN, BLUE, ALPHA
note:
For additive blend use values that are low like: 0.1 or 0.05
For overlay use 1.0
see notes on overlay versus additive blend. - float3 gravity
Gravity applied along a vector.
For example, if you want your particles to fall after being emmited.
Emitvector would be: 0,1,0
and gravity would need to be 0,-1,0
This would result in particles falling straight down. - float airdrag
Constant multiplier on the particle each frame, a value of 1.0 means the particles will keep their current momentum, a value bellow 1 and they will slow down each frame. - float particleLife
Life of the particles in frames. - float particleLifeSpread
Random number between 0 and particleLifeSpread added to particleLife. - int numParticles
Number of particles that will be spawned. - float particleSpeed
Initial speed of the particles. - float particleSpeedSpread
Random number between 0 and particleSpeedSpread added to particleSpeed. - float particleSize
Size of the particles. - float particleSizeSpread
Random number between 0 and particleSizeSpread added to particleSize. - float sizeGrowth
Size added to particles each frame. - float sizeMod
Size frame multiplier. - float emitRot
Rotation in degree from emitVector that particles will be spawned from, a value of 90 will emmit particles in a plane perpendicular to the emitVector. - float emitRotSpread
Random number between 0 and emitRotSpread added to emitRot, a value of 180 will make the particles spawn in a full sphere. - bool directional
If the particles should be oriented to point at the direction of their velocity.
Notes vectors:
- Vectors are directional systems represented by a 3d graph here:
See how each vector points along it's own line?
We have 6 possible directions:
X = right
-X = left
Z = Front
-Z = Rear
Y = Up
-Y = Down
WORK IN PROGRESS!
Notes Additive blend versus overlay blend: WORK IN PROGRESS!
- ADDTITIVE
- OVERLAY
IsShield=1; // if 1 mean the weapon is a shield and not a weapon shieldrepulser=1; // 0=destroy projectile,1=repulse (bounce) projectile smartshield=1; // 1=shield doesnt affect allies weapons exteriorshield=1; // 1=shield doesnt affect weapons fired from within shield visibleshield=1; // 1=see a visible shell representing the shield visibleshieldrepulse=1; // 1=see a beam showing when shield repulses something shieldenergyuse=10; // how much energy the shield use when repulsing/destroying something shieldforce=1000; // how hard shield can accelerate some sort of projectiles away shieldradius=30; // size of shield effect shieldmaxspeed=1100; // maximum speed the shield can push some sort of projectiles away shieldpower=300; // how much power the shield can store, power is drained by the affected weapons damage, 0=infinite shieldpowerregen=5; // how fast the shield regenerates power shieldpowerregenenergy=10; // how much energy the shield uses when regenerating power shieldintercepttype=2; // which types of weapon the shield can affect (bitfield) //interceptedbyshieldtype=; // which types of shields can affect this weapon, if (shieldInterceptType & interceptedByShieldType) is not zero the shield can affect the weapon, default 1 for plasma, 2 for laser, 4 for missiles, 0 for other shieldgoodcolor=0.0 0.05 0.75; // color of shield when power is full shieldbadcolor=0.6 0.05 0.75; // color of shield when power is empty shieldalpha=1; // how visible the shield shell is with visibleshield=1
SMOTHS SVN STUFFS!
Credentials
This is a limited acess account to allow people to go in and read/test code bits. I am not officially releasing ANYTHING in this svn. Just that it is here for people to read and try things out for the betterment of the community.
User: tester
Pass: rageflame
Spring TD
I have no idea WHAT is in here, just a bunch of stuff from the old spring towerdefense project. I am not sure if it even works. it is a largely untested/unmaintained vaporware wasteland.
https://venture2.projectlocker.com/GundamRTSdevs/Spring_TD/svn
my halloween thing
just a bunch of stuff from a while back was mostly just trying out some ideas. Another lua testbed where I played with some ideas. Not all code is complete or actually properly done/functional. Some more recent chili tinkering. Nothing big yet just a bunch of random stuff.
https://venture2.projectlocker.com/GundamRTSdevs/Halloween/svn
My test bed for my next project
contains several sdds, they just get them all.
https://venture2.projectlocker.com/GundamRTSdevs/RTSCore/svn