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December 1st, 2007, 04:38 AM
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Private
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Join Date: Oct 2007
Location: Seattle, Wa
Posts: 49
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Re: Mod problems
All I'm trying to do is add a new ship.
I will try to take on this problem one step at a time. I will start with changing the graphics, then proceed further.
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December 1st, 2007, 07:06 PM
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Join Date: Oct 2007
Location: Seattle, Wa
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Re: Mod problems
I have been able to resolve the issues I was having.
I forgot to keep a letter lower-case and there was an errant 's' which pluralized a word.
As always, there are other issues that pop-up.
The game doesn't seem to like my graphics much. My lights don't fade in and out, my ship does. lol
I'm going to continue.
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December 1st, 2007, 08:02 PM
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Corporal
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Join Date: Jan 2007
Location: Austin, TX
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Re: Mod problems
That's a problem with the alpha layer. It should be white where your ship is, but totally black under the lights area. If you don't have an alpha layer at all, you'll get black rectangles around all your ships (which may only be noticeable when they cross paths or when bullets impact the outside edge).
And if you have anything other than pure black under the lights section, it'll blot out your ship when they fade in.
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December 5th, 2007, 08:16 PM
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Private
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Join Date: Oct 2007
Location: Seattle, Wa
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Re: Mod problems
That did it.
Everything is looking good now.
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December 6th, 2007, 02:59 PM
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Corporal
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Join Date: Nov 2007
Location: Seattle, WA
Posts: 104
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Re: Mod problems
hee - sounds like a new ship idea to me, where the pulsing lights layer *is* the ship, and the ship layer has just enough for hit detection. I was considering doing some jellyfish-based ships like that.

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December 6th, 2007, 08:59 PM
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Join Date: Oct 2007
Location: Seattle, Wa
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Re: Mod problems
Or at least jelly fish monsters for an encounter against the ship.
Make it immune to beam weapons and can only take damage when it is fully faded in.
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December 6th, 2007, 11:31 PM
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Corporal
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Join Date: Jan 2007
Location: Austin, TX
Posts: 151
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Re: Mod problems
Yeah. I actually have a "ship" like that, but I haven't worked it into the real game just yet. Maybe I'll do that on the next patch. The real issue is that when it explodes, you need to have made a whole bunch of jellyfish goo particles to rain out of it to make up for the fact that it's totally going to just disappear when it explodes, and you also have to FRAG define it, or it'll freak out when it tries to find valid cuts.
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December 6th, 2007, 11:33 PM
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Corporal
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Join Date: Jan 2007
Location: Austin, TX
Posts: 151
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Re: Mod problems
and beam "immunity" can only be handled in the following manner: YOu need an ultrafast regen shield with not many hitpoints (like my jellyfish shield for example) that way big hits will knock down the shields and get through, but beams will get absorbed in the fast regen. Unfortunately, so will machinegun fire.
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