Search found 52 matches
- Fri Apr 24, 2009 2:43 am
- Forum: Mods and Maps
- Topic: Is it possible? (Trunkports)
- Replies: 13
- Views: 19684
So its impossible at the moment because the spawning of armour/dg's is set per map in the levels map/text file. In Darwinia, trunkports became active when objectives were completed. When activated, this opened up another map(s) from the globalworld. Trunkports were the exits from the maps. And no gl...
- Thu Apr 23, 2009 10:57 pm
- Forum: Mods and Maps
- Topic: Is it possible? (Trunkports)
- Replies: 13
- Views: 19684
Is it possible? (Trunkports)
Hi, just recently bought Multiwinia. I once made some models and levels for Darwinia. And am now wanting to start playing around with Multiwinia before the editor is released. A lot of features aren't present in Multiwinia, but does this mean also that they're not available at all for modders that m...
- Sat May 14, 2005 10:32 am
- Forum: Windows Issues
- Topic: Patch crash
- Replies: 10
- Views: 2153
If you bothered to read the changes.txt for the patch, you`d know about the new rendering modes. You have to add the line to preferences.txt yourself if you want to change it. from patch changes.txt: ~~~~~~~~~~~~~~~~~~~~~~~ - There are 3 possible rendering modes for Darwinia's landscape, which can b...
- Fri May 13, 2005 12:32 pm
- Forum: Mod Projects
- Topic: New model shapes
- Replies: 13
- Views: 3400
Phew! I`ve been busy trying to make this page now I`ve finished it. http://www.cyberdyne.homecall.co.uk/shape_index.htm All markers found in shapes here, at the bottom of the menu you can download the menu including the marker files. Please note, these are not intended to directly replace your .shp ...
- Thu May 12, 2005 9:42 am
- Forum: Mod Projects
- Topic: New model shapes
- Replies: 13
- Views: 3400
- Wed May 11, 2005 4:53 pm
- Forum: Mod Projects
- Topic: Feature Request
- Replies: 80
- Views: 19806
I`m not sure, I assumed the gunmetal material works collisions because a while back I removed the gunmetal strips from the powerstation and then everything passed through it. However, (slaps my head) I`ve just tried something out and engineers and squads are now colliding with one of my own static s...
- Wed May 11, 2005 11:40 am
- Forum: Mod Projects
- Topic: Feature Request
- Replies: 80
- Views: 19806
I`d like the mod directory structure altered so that different levels can have different sprites and models etc. A general folder for all levels and map_name folders for individual levels which overide the general folder, with stats.txt and shapes, sprites and textures folders in each map_name folde...
- Wed May 11, 2005 10:25 am
- Forum: Mod Projects
- Topic: New model shapes
- Replies: 13
- Views: 3400
These aren`t final version yet. I`m unable as yet to add the material strip Gunmetal which is used for collision detection. And these are just very low poly examples as I`m not very good at 3d modelling. Progress has been very slow but now since Nihil made the first shp converter we should see loads...
- Tue May 10, 2005 5:26 pm
- Forum: Mod Projects
- Topic: New model shapes
- Replies: 13
- Views: 3400
New model shapes
I`ve made a couple of shapes now. I`ll put them here as I make them. Previews at bottom of my page here. http://www.cyberdyne.homecall.co.uk/darwinia_mod_lv1.htm ------------------------------ Shapes: Recogniser.shp http://www.cyberdyne.homecall.co.uk/recogniser.shp Ufo.shp http://www.cyberdyne.home...
- Sun May 08, 2005 8:42 pm
- Forum: Mod Projects
- Topic: Project : Contagion ( collaboration )
- Replies: 21
- Views: 8335
http://www.cyberdyne.homecall.co.uk/darwinia_mod_lv1.htm Some preview shots here. Edit: The shape file here. http://www.cyberdyne.homecall.co.uk/recogniser.shp Anyone can use this for there own mods. You may have to mess with the orientation a bit, as it was lying on its back instead of standing up....
- Sun May 08, 2005 12:33 pm
- Forum: Mod Projects
- Topic: Another mod request
- Replies: 5
- Views: 3514
I`ll soon have something to send in. I`ve had no time at all this past few weeks. Just put this WIP page up of one level (screenshots). http://www.cyberdyne.homecall.co.uk/darwinia_mod_lv1.htm Have been working on new sky and water, and also lighting. Hope to have new models soon. I think the first ...
- Sun May 08, 2005 9:42 am
- Forum: Mod Projects
- Topic: Project : Contagion ( collaboration )
- Replies: 21
- Views: 8335
I`ve been trying to get my own models in darwinia and would would love that perl script to convert this to .shp format http://www.cyberdyne.homecall.co.uk/recogniser.jpg I used Milkshape and exported as Milkshape 3d ASCII file. I then used 3d object converter to save it as a 3d max *.ase format. Her...
- Sat May 07, 2005 8:10 am
- Forum: General
- Topic: Quick and Dirty Darwinia Shapefile Viewer (Perl)
- Replies: 23
- Views: 6438
This is great, have you worked out the colour yet? This could be the start of a crude model editor. Could plot all the Positions: of the Fragment: and draw a red dot there. Select the Positions: with keys for up and down and plot a larger yellow dot on selected Position with co-ords printed on scree...
- Fri May 06, 2005 9:41 pm
- Forum: Windows Issues
- Topic: Jerkey Graphics on Temple level
- Replies: 10
- Views: 2201
Did you try adding the RenderLandscapeMode line to your preferences.txt file as it explains in the 1.21 patch changes. Here: There are 3 possible rendering modes for Darwinia's landscape, which can be set by the preferences variable 'RenderLandscapeMode': - RenderLandscapeMode = 0 uses Vertex Arrays...
- Fri May 06, 2005 9:30 pm
- Forum: Windows Issues
- Topic: Engineers given orders outside map Bug
- Replies: 4
- Views: 1236
The cursor disappearing when outside the map area was what made me think that you wasn`t supposed to be able to click outside the map. Just tried the 1.1 demo and the engineer doesn`t go in exactly the opposite direction like the 1.21 patch. Although it doesn`t go where you clicked either. I think t...