Search found 262 matches

by Flail13
27 Mar 2012, 15:30
Forum: Technical Help / Troubleshooting
Topic: [3.1][Cam 4] Got a new (rather odd) issue
Replies: 4
Views: 3464

Re: [3.1][Cam 4] Got a new (rather odd) issue

IIRC, the last 1 in the templates line means that template wants 1 weapon. It's 0 in the normal 3.1 data. That could be the problem.
by Flail13
27 Mar 2012, 10:59
Forum: Addon discussions
Topic: [3.1] Ultimate Scavenger AI Mod
Replies: 518
Views: 271168

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

The truck might look better if it had only one big weapon instead of 3 small, and without the boxes they sit on. For example a medium cannon or a heavy repair turret. You could give the bodies more power cost to balance their expansion and be more realistic. Maybe also less build time. It seems like...
by Flail13
25 Mar 2012, 01:28
Forum: Mapping / Modding tools & discussions
Topic: FlaME -- The Warzone 2100 Map Editor
Replies: 748
Views: 377172

Re: FlaME -- The Warzone 2100 Map Editor

I can't reproduce that at all. Is there any situation where it works? Also what version of Mono?
by Flail13
24 Mar 2012, 11:20
Forum: Mapping / Modding tools & discussions
Topic: FlaME -- The Warzone 2100 Map Editor
Replies: 748
Views: 377172

Re: FlaME -- The Warzone 2100 Map Editor

You could have used a circle of size 8.0 or 9.0 to solve your problem. The edges of a real circle are horizontal at the top and bottom, and vertical at the left and right sides. The compatibility column tells you what version of FlaME it works with. The name of the data set tells you what version of...
by Flail13
22 Mar 2012, 10:25
Forum: Addon discussions
Topic: [3.1+] NullBot: an adaptive skirmish AI
Replies: 851
Views: 334993

Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+

NoQ wrote:The definition of the "oil in allies' bases" is pretty vague though.
One way is to find the AI's closest truck to the oil in question, then find the closest allied truck to the same oil. If the AI's truck is closer than the ally's then it tries to build on it. - I tried to make a skirmish AI once.
by Flail13
20 Mar 2012, 01:11
Forum: Artwork
Topic: Terrain Textures
Replies: 543
Views: 301385

Re: Terrain Textures

Emdek, thx, I saw that topic some days ago but lost it. i-NoD, I'm not sure what you're saying. The point of the sub division was to make texture transitions and shadows more defined, to reduce the blurriness and make the cliffs look like they are where they are. I used the 512 sized textures in 3.1...
by Flail13
19 Mar 2012, 12:57
Forum: Artwork
Topic: Terrain Textures
Replies: 543
Views: 301385

Re: Terrain Textures

Is there info somewhere on how that will work?
by Flail13
19 Mar 2012, 09:05
Forum: Artwork
Topic: Terrain Textures
Replies: 543
Views: 301385

Re: Terrain Textures

Per, it's good to know there are plans to get to it evetually. While the file format is being covered, is there a plan of *how* to improve the terrain?

If anyone is interested in the difference between 16 triangles and 4, this is something I tested in FlaME, compared with current.
by Flail13
17 Mar 2012, 05:42
Forum: Artwork
Topic: Terrain Textures
Replies: 543
Views: 301385

Re: Terrain Textures

I have another idea :oops: this one is simpler - split the map tiles by half in each direction (graphically only) - make one 512x512 texture that is a more detailed transition between each of the current textures. the main problem is you need ~20 more textures per tileset - over the halves of the ti...
by Flail13
15 Mar 2012, 10:20
Forum: Artwork
Topic: Terrain Textures
Replies: 543
Views: 301385

Re: Terrain Textures

I understand my example doesn't look like anything in particular. It could be made to look like bushes or a straight edge for concrete, for example. I looked on Google Maps satellite and Arizona doesn't seem blurry.
by Flail13
15 Mar 2012, 07:42
Forum: Artwork
Topic: Terrain Textures
Replies: 543
Views: 301385

Re: Terrain Textures

NoQ, like you said, it's impossible to create all the possible transitions, which also rules out 2.3-like fixed tilesets for this. Trying to think of an acutal method myself: - leave the 512x512 texture files as they are. - create different types of 128x128 alpha masks for different tiles and appear...
by Flail13
15 Mar 2012, 06:13
Forum: Artwork
Topic: Terrain Textures
Replies: 543
Views: 301385

Re: Terrain Textures

how difficult would it be to use per-tile alpha masks on the texture blending?

for example this:
normal.png
normal.png (36.67 KiB) Viewed 3767 times
could be something like this:
mask.png
mask.png (39.38 KiB) Viewed 3767 times
by Flail13
13 Mar 2012, 15:09
Forum: Mapping / Modding tools & discussions
Topic: FlaME -- The Warzone 2100 Map Editor
Replies: 748
Views: 377172

Re: FlaME -- The Warzone 2100 Map Editor

I wouldn't know how to fix that sort of problem. Sounds like something wrong with his system.
by Flail13
13 Mar 2012, 10:04
Forum: Mapping / Modding tools & discussions
Topic: FlaME -- The Warzone 2100 Map Editor
Replies: 748
Views: 377172

Re: FlaME -- The Warzone 2100 Map Editor

In 1.27 I made the "ConstructorDroid" visible again. After all this time, I disabled the wrong one :(
by Flail13
13 Mar 2012, 05:04
Forum: Mapping / Modding tools & discussions
Topic: FlaME -- The Warzone 2100 Map Editor
Replies: 748
Views: 377172

Re: FlaME -- The Warzone 2100 Map Editor

Also, you could use the Windows portable version if you can do without being able to double click files to open them.