Search found 164 matches

by brice
Fri Mar 23, 2007 6:43 am
Forum: Mod Projects
Topic: Start Pylons
Replies: 46
Views: 14138

Okay...I found out what's going on. It's the poles...they are hollow. Only the fence has the repelling power. See pic...I have the new settings for the stations and poles here...the control tower isn't needed either. Now I did this test on level ground as you can see...hills can be trouble...I coul...
by brice
Fri Mar 23, 2007 12:39 am
Forum: Mod Projects
Topic: Solid Buildings
Replies: 3
Views: 2809

lowell, the reason your buildings are not solid is probably because you scale them from within Darwinia. I have discovered that scaled static shapes are usually permeable, while the 1:1 originals are solid. If you look closely at the way Squads run through your scaled buildings you will see they avo...
by brice
Sun Mar 18, 2007 12:30 am
Forum: Mod Projects
Topic: Solid Buildings
Replies: 3
Views: 2809

Re: Solid Buildings

I had been using the "wall sections" to make the insides "solid" so as the Darwinians wouldn’t get stuck inside, plus virii can slip under walls. Uh, yeah my reading comprehension... so what I said above applies mostly to squads. I have been spending a little time with wal...
by brice
Sat Mar 17, 2007 4:19 pm
Forum: Mod Projects
Topic: Solid Buildings
Replies: 3
Views: 2809

Solid Buildings

I had been using the "wall sections" to make the insides "solid" so as the Darwinians wouldn’t get stuck inside, plus virii can slip under walls. The solidity of models is affected by the smoothness of the ground on which they are placed. I have one model which is solid wh...
by brice
Sat Mar 17, 2007 4:03 pm
Forum: Mod Projects
Topic: Triangle Strips in Shape Files
Replies: 3
Views: 2915

I was trying to figure out how to make my strips at the bases of the new building objects The word "strip" can be very misleading here. Triangle strips are not neccesarily "slices". But if your model is already built by stacking cross-sectional slices, then you could certainly m...
by brice
Sat Mar 17, 2007 3:27 pm
Forum: Mod Projects
Topic: New Modding Features
Replies: 164
Views: 141257

Anywho that's how it works *right now* - what you would like to have changed, uh, well, I don't even really follow. The only thing I've gleaned is that it'd be important to separate patching global building link values and team values, since you might overwrite team information trying to change the...
by brice
Fri Mar 16, 2007 11:45 pm
Forum: Mod Projects
Topic: Triangle Strips in Shape Files
Replies: 3
Views: 2915

SORRY, there are two bugs in the Fragment I posted above. If you picture this cube, the vertices for the side facing you are 0132, listed clockwise from the upper left. From the same viewing position the vertices on the back face are 6754 in the same order. So vertices 0 and 6 are opposite each othe...
by brice
Fri Mar 16, 2007 10:12 pm
Forum: Mod Projects
Topic: Triangle Strips in Shape Files
Replies: 3
Views: 2915

Triangle Strips in Shape Files

EDIT: I was wrong about the linear unwinding of the triangles strips. TGF has discovered that they actually alternate their vertex orders: edit - ok, contrary to popular believe, strips alternate (apparently o_O), ABCDEFG -> ABC DCB CDE FED EFG, at least according to the screen grab I just got... wh...
by brice
Fri Mar 16, 2007 9:54 pm
Forum: Mod Projects
Topic: .ASE to .shp converter for 3DSMax ver. 6...and maybe more...
Replies: 13
Views: 6937

works nice, but please can me someone tell how to convert animated models to shapes. In the animated mine.shp file stands something like 137: 136 0 Strips: 1 Strip: 0 Material: GunMetal Verts: 490 v50 v51 v52 v51 v13 v51 How to understand that v - thing ? How to export animations correct or how to ...
by brice
Fri Mar 16, 2007 9:15 pm
Forum: Mod Projects
Topic: New Modding Features
Replies: 164
Views: 141257

That's an interesting and very useful bug which I wasn't aware of, and I could benefit from using! Your description of it wasn't particularly concise, however :P ...sorry. I figured anyone interested in it would either already know, or would know their way around the files better than I. Plus I alr...
by brice
Fri Mar 16, 2007 1:39 pm
Forum: Mod Projects
Topic: New Modding Features
Replies: 164
Views: 141257

... one more feature request and a possibly trivial bug fix. 1) It would be great if scripts could relink dishes in game. The particular scenario I'm interested in is when a static dish network is setup, like in the last level of Contagion. The user can select dishes, but they don't respond to comma...
by brice
Thu Mar 15, 2007 5:31 pm
Forum: Mod Projects
Topic: New Modding Features
Replies: 164
Views: 141257

--==<snip>==-- While I think that many of these ideas are good suggestions, may I point out that none of the work that Icepick is doing is scheduled for inclusion in 1.5? He is working on the unstable tree of the Darwinia source, and his changes have not yet been incorporated into anything that is ...
by brice
Thu Mar 15, 2007 2:11 am
Forum: Mod Projects
Topic: New Modding Features
Replies: 164
Views: 141257

If it's not too late to make a request... or 5... (note: I'm using linux 1.4.0b9) (edited out the false references to 1.5) 1) Would it be possible to expose a few more of the hardcoded constants for unit behaviors? For example, currently centipedes will stop eating souls once they reach 21 units len...
by brice
Wed Mar 14, 2007 11:03 pm
Forum: Mod Projects
Topic: Adjusting Spam cubes?
Replies: 11
Views: 4825

Good job. You're learning. :P :D Another thing that makes them easy is using armours, either yours or your enemies. Set up a BC behind it, let Red DGs man it, and move another armour in front of it. The Spam Cube has a hard time killing the armour, while its own BC blasts the antisoul out of it. Sh...

Go to advanced search