Search found 703 matches

by Mysteryem
07 Apr 2012, 00:22
Forum: Addon discussions
Topic: [3.1] Ultimate Scavenger AI Mod
Replies: 516
Views: 251420

Re: Ultimate Scavenger AI Mod (for 3.1)

Berg, are you sure animation frame rate is broken? I haven't checked recently, but I thought it used to work at any rate (in milliseconds I think). Frame count also works, though I've come across some problems with what I was doing, as you'll see. http://developer.wz2100.net/ticket/3394 you can find...
by Mysteryem
06 Apr 2012, 23:20
Forum: Addon discussions
Topic: [3.1] Ultimate Scavenger AI Mod
Replies: 516
Views: 251420

Re: Ultimate Scavenger AI Mod (for 3.1)

Made a spinning helicopter blade animation (texture animation, not model). :D Spent ages trying to get it to work properly with seemingly random occurrences of it working an not working. To discover there's a bug with the texture animation for VTOL jets which means it'll only work properly for every...
by Mysteryem
06 Apr 2012, 12:14
Forum: Mapping / Modding tools & discussions
Topic: FlaME -- The Warzone 2100 Map Editor
Replies: 748
Views: 348670

Re: FlaME -- The Warzone 2100 Map Editor

The map size limit is hardcoded into the game at the moment (at a maximum of 256x256), flaME just gives you a warning. Mero, you can essentially 'paint' walls if you tick the "automatic walls" button before placing walls in your map, then, simply place any of the '-', '+', 'T' or 'L' types of wall a...
by Mysteryem
03 Apr 2012, 02:02
Forum: Mapping / Modding tools & discussions
Topic: How to get satellite view of Sk-StartUp?
Replies: 13
Views: 3937

Re: How to get satellite view of Sk-StartUp?

The alternative, if you want a really huge image is to use the .bmp output from editworld (or get someone else to do it). After cropping the blue border off of the image, sk-startup ended up being 2561x5118 pixels at ~32MB (re-saved as a .png) :3 Every tile is seen from seemingly perfectly above, an...
by Mysteryem
02 Apr 2012, 11:17
Forum: Development
Topic: removed from the game from original?
Replies: 14
Views: 2613

Re: removed from the game from original?

What are the "Game" modes? Campaign, skirmish(not sure about the name for this one, but it was the standard mode iirc) and team-play(if this is actually 'free-for-all', was there a 'team-play' button, I'm sure there was) I think. Campaign seemed to be the only way to have scavengers spawn on the ma...
by Mysteryem
02 Apr 2012, 11:16
Forum: Addon discussions
Topic: [3.1] Ultimate Scavenger AI Mod
Replies: 516
Views: 251420

Re: Ultimate Scavenger AI Mod (for 3.1)

You'll probably need to make a scavenger VTOL factory and rearming pad, that, or you'll have to simply spawn in a helicopter manually. And if you don't want it to rearm, you could make it a transporter.
by Mysteryem
28 Mar 2012, 17:29
Forum: Mapping / Modding tools & discussions
Topic: FlaME -- The Warzone 2100 Map Editor
Replies: 748
Views: 348670

Re: FlaME -- The Warzone 2100 Map Editor

2x1 structures in flaME are shown like this when rotated, in 3.x they rotate properly to where the white selection box is. I can't remember how 2.3 handles rotated 2x1 structures, but I think it's more like flaME atm. Just an observation of something which has been annoying me for a bit. Not sure wh...
by Mysteryem
25 Mar 2012, 20:29
Forum: Mapping / Modding tools & discussions
Topic: Is any tools for editing text file?
Replies: 2
Views: 773

Re: Is any tools for editing text file?

Reg312 has made a stats editor for windows here: viewtopic.php?f=5&t=8726
by Mysteryem
25 Mar 2012, 20:13
Forum: Addon discussions
Topic: Merowingg's Maps
Replies: 1004
Views: 446197

Re: Merowingg's Maps

Heh, well, I cheated on the map above. Instead of using the smoothing tool like I usually would for the ramps, I loaded the heightmap into paint.net and used a blur plugin that I have installed. (this only worked because you'd already made at least some attempt at the ramps) Usually in maps, I'll cr...
by Mysteryem
25 Mar 2012, 14:59
Forum: Addon discussions
Topic: Merowingg's Maps
Replies: 1004
Views: 446197

Re: Merowingg's Maps

The map looks pretty good, though why don't you smooth the ramps between different heights of terrain? Here's an example of what I mean:
merometeorsrough.png
Your map
merometeorsmooth.png
After applying smoothing
by Mysteryem
24 Mar 2012, 15:22
Forum: Addon discussions
Topic: [3.1] Ultimate Scavenger AI Mod
Replies: 516
Views: 251420

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Like what you're doing so far, here's the scavenger tower from my avatar. It's included in a mod that i kicked together for it back for 3.1beta 4. I've included both the standalone tower, the individual weapon parts and the tower offset slightly and placed over a wall, so it could be used as a corne...
by Mysteryem
14 Mar 2012, 18:24
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 843
Views: 258359

Re: Models by MaNGusT (AR)

I thought the 'sandy mist' was the mist which was at the edges of the player's view of the map, so that the view doesn't cut off suddenly and instead blends into the mist. In and around 1.x, the viewable area of the map (max zoom out) was so tiny that I think the fog itself could be seen on the scre...
by Mysteryem
08 Mar 2012, 01:24
Forum: Mapping / Modding tools & discussions
Topic: Some questions from someone who just started modding.
Replies: 50
Views: 6715

Re: Some questions from someone who just started modding.

What errors are you getting?

Sounds, I've never worked out how to add new ones myself. :( Though there's a ton of unused ones that you can just replace without needing to do much.

Pie files, make sure that the pie and its directory are in wrf\piestats.wrf.
by Mysteryem
05 Mar 2012, 00:17
Forum: Mapping / Modding tools & discussions
Topic: FlaME -- The Warzone 2100 Map Editor
Replies: 748
Views: 348670

Re: FlaME -- The Warzone 2100 Map Editor

Have you updated the object data for the newer version? (may still get the error about the naval propulsion texture page, though it's no real issue) Tilesets - MediaFire 2.3.7 MP Object Data 2 - MediaFire This file has minor changes since 1.20 Master 20110127 MP Object Data - MediaFire For 1.21+ The...
by Mysteryem
04 Mar 2012, 16:49
Forum: Mapping / Modding tools & discussions
Topic: FlaME -- The Warzone 2100 Map Editor
Replies: 748
Views: 348670

Re: FlaME -- The Warzone 2100 Map Editor

I don't think it's possible to do so at this current stage, but it would be nice to be able to place corner and t-shaped walls in maps so that they are there in advanced bases. Edit: Looks like it would be fairly simple actually, "Wall\type=#" just needs to be set in struct.ini for each of the wall...