May 06, 2024, 12:43:45 AM

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16  Modifications / Tools / Re: inst block on: March 24, 2014, 02:27:33 PM
So all of the stuff on your map is part of the base?
17  Modifications / Tools / Re: General modding questions on: March 23, 2014, 04:32:54 PM
Olly can you post a before and after pic of the screen that shows your armies when you play MP
18  Modifications / Tools / Re: General modding questions on: March 23, 2014, 04:23:37 PM
Is there an easy way in blender to get a top down screenie of the map?
19  Modifications / Tools / Re: General modding questions on: March 23, 2014, 03:56:48 PM
I have the ray terrain methods in, but they need work, because they seem to miss if the ray falls right on the edge of a triangle. The same is true for getting an attr block, but I guess it is better than nothing.  I should be able to post the new version on Tue.
20  Modifications / Tools / inst block on: March 23, 2014, 03:50:59 PM
I am stuck ATM trying to figure out a good way to assign mesh id dead mesh Id and the idprev and I next.  Olly on your custom map, how do you assign them?
I need to be able to start a new block from scratch.
21  Modifications / Tools / Re: General modding questions on: December 30, 2013, 07:24:48 PM
Those lousy jerks!! Why the f did they make a block, call it WATR, and then put castle meshes in it?  Why are those not in the FURN block?

[attachment=1]
22  Modifications / Tools / Re: Mesh Viewer on: December 30, 2013, 07:04:20 PM
It didn't occur to me that they would have empty submeshes in their models.  Jerks.  Oh well, it's fixed now.  Delete the other version.

https://dl.dropboxusercontent.com/u/21362347/dostupload123013.zip

[attachment=1]

[attachment=2]

For the mesh viewer, just don't load any models with an empty submesh like the base for b207, and it should be fine.
23  Modifications / Tools / Re: Mesh Viewer on: December 28, 2013, 09:57:43 PM
Crap! Just tried to load b207 and it crashed.  be mindful of the map you are loading in case it crashes.  don't use the file called dostupload unless you can fix it. Back to work.
24  Modifications / Tools / Re: General modding questions on: December 28, 2013, 08:48:08 PM
Ok, I'll try to just check for water, otherwise set to ground.
25  Modifications / Tools / Re: General modding questions on: December 28, 2013, 08:33:20 PM
So, do you think you could get away with just saving either water or ground for every position on the map?  For the ATTR block.
26  Modifications / Tools / Re: PRJ file EXCL block on: December 28, 2013, 08:31:51 PM
Thanks!

27  Modifications / Tools / Re: General modding questions on: December 28, 2013, 07:50:32 PM
I had seen the textures, but had no idea there was a model for them.  Where did you find it?
28  Modifications / Tools / Re: General modding questions on: December 28, 2013, 07:27:53 PM
I wonder why they would bother to differentiate the river ford, then.  Maybe, it was something they were going to use that got dropped.
29  Modifications / Tools / Re: PRJ file EXCL block on: December 28, 2013, 07:26:06 PM
Also, can you make another model I can use for the troops.  Basically just a cube with a slight bevel, so it is easy to see which way it is facing?  Size is 2 of the tiny squares high and 1 square wide, with the origin at its bottom center.

[attachment=1]

[attachment=2]
30  Modifications / Tools / Re: General modding questions on: December 28, 2013, 07:07:35 PM
The cliffs and the ground actually have different explosions?  I never noticed.  What about the river fords like on b101?

[attachment=1]

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