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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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 Re: Dirt Modules
Fg as Foreground, as terrain. Background, Foreground, Christ am I the only one to use logic here? Though I wished cortex really had some kind of foreground...
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Tue Feb 16, 2010 4:14 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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 Re: Dirt Modules
if your tunnel supports are made of terrain
you can't walk through your tunnel
christ am I the only one to use logic here
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Tue Feb 16, 2010 4:24 am |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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 Re: Dirt Modules
Okay i think you saw the wrong thing. I said, supports on the background and supports on the terrain, but supports on the terrain should not be right in the ♥♥♥♥ middle only on the sides and the ceilings I think anyone bright enough would have got that by now. I know how cortex freaking works I actually modded for that game remember?
Jesus I REALLY AM the only one using logic here!
Last edited by deathbringer on Tue Feb 16, 2010 4:43 am, edited 2 times in total.
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Tue Feb 16, 2010 4:32 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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 Re: Dirt Modules
see it's just that I happen to assume you're retarded and happen to be correct, as well, but that's--actually that's rather central to the point. mine shafts (since we're now on that subject, rather than, say, DIRT TUNNELS, such as those featured in the mod) use vertical wooden supports you don't need to hold the floor together in a mine shaft. you need to hold the roof up. also, Quote: I know how cortex freaking works I actually modded for that game remember? obviously your mods were rather ♥♥♥♥ because evidently I don't remember
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Tue Feb 16, 2010 4:36 am |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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 Re: Dirt Modules
Grif wrote: you don't need to hold the floor together in a mine shaft. you need to hold the roof up. deathbringer wrote: supports on the terrain should not be right in the ♥♥♥♥ middle only on the sides and the ceilings ...enough said. Besides I'm pretty sure anyone on that forum that actually downloaded one of my mods can't say it was ♥♥♥♥, maybe you should try and search before saying crap. Edit : I'm done toying for the night, maybe I'll come back here tomorrow or just screw that damn forum and stay away like I did the last time. Have fun.
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Tue Feb 16, 2010 4:43 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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 Re: Dirt Modules
do you know how 2d games work you are looking at them from the side that means that supports on the side--would be in the middle the floor is the one on the bottom. the ceiling is the one on the top. the sides are in the middle. where your actor goes edit: Quote: Edit : I'm done toying for the night, maybe I'll come back here tomorrow or just screw that damn forum and stay away like I did the last time. Have fun. oh please god do Come on Grif, be nice to the poor kid. -Duh
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Tue Feb 16, 2010 4:46 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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 Re: Dirt Modules
ANYWAYS THIS MOD IS PRETTY SWELL, EH?
Edit: Are we supposed to report this? Does grif have free reign? Is it even bad?
Last edited by Contrary on Tue Feb 16, 2010 5:25 am, edited 2 times in total.
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Tue Feb 16, 2010 5:13 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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 Re: Dirt Modules
Contrary wrote: ANYWAYS THIS MOD IS PRETTY SWELL, EH? You can pretty well say that again so... Contrary wrote: ANYWAYS THIS MOD IS PRETTY SWELL, EH?
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Tue Feb 16, 2010 5:14 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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 Re: Dirt Modules
Grif wrote: that means that supports on the side--would be in the middle
the floor is the one on the bottom. the ceiling is the one on the top.
the sides are in the middle. where your actor goes yeah same reason rockets land on the tiny blue mountains, at the top of the scene no attempt at visual depth in this game, no sir It's obvious what he meant, supports that either overlap everything else and don't collide with stuff, or are behind everything else and are overlapped by anything else. He did word it very poorly though. Anyways I suggest you only put side supports on the bg, and forget the supports that would be on the side closer to the player, since only glows can overlap everything else, and they couldn't really be made to look like wooden supports.
Last edited by Azukki on Fri Sep 10, 2010 7:54 pm, edited 1 time in total.
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Tue Feb 16, 2010 6:07 am |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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 Re: Dirt Modules
Contrary wrote: Edit: Are we supposed to report this? Does grif have free reign? Is it even bad? Yeah well he totally told db off so he's on a streak man. I wouldn't touch him or else you could be next. Oh yeah and i gurantee half the people reading this thought i was serious
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Tue Feb 16, 2010 6:24 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Dirt Modules
Azukki wrote: same reason rockets land on the tiny blue mountains, at the top of the scene http://www.nizkor.org/features/fallacies/red-herring.html Azukki wrote: It's obvious what he meant, supports that overlap everything else and don't collide with stuff. He did word it very poorly though. Actually: deathbringer wrote: supports on the terrain should not be right in the ♥♥♥♥ middle only on the sides and the ceilings It seems to me that he thinks there should be some more supports like so:  Where the FG supports are on the physical floor and ceiling. Also, (if it works) you could make an object that had some hitable Pinned MOSR points (for more MO rape) that glow with a 255,0,255 glow that hides all the stuff behind it, a black glow that cancels everything on that point, and a normal, additive glow of the plank sprite. Obviously, that would be drawn out and pointless for drawing some FG supports, but it could work (ceebs testing it). REGARDLESS deathbringer should have explained himself better (heck, I don't know if I'm right about what he means, but whatever). If i should do more research on glows and how they affect one another, tell me, I haven't dabbled much. -> The topic: awesome, this will make a scene I'm about to work on for a bit way easier to manage. Very nice work. Spoilers: easy cool backgrounds can be foundmade by taking some bits of proms awesome stuff, copying it over the normal 128x128 texture with feathered edges, and then apply some more moss and whatnot manually. If you want to go all out on the supports though, go for it. You'll end up making less BGs that way if you do, cause repeating the hand painted stuff brings out tiling WAAY too much.
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Tue Feb 16, 2010 10:32 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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 Re: Dirt Modules
I think supports should be avoided. Go with the tunneled rock background that Prom did like Geti suggested. Poorly sprited supports will definitely detract from the modules, so if you can find a good spriter to do it by all means, but I'd go with the cave tunnel route.
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Tue Feb 16, 2010 10:36 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Dirt Modules
I have some from zombies09 if you want. Property of roon3, credit where used etc. http://drop.io/w4eaww1Balls in your court.
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Tue Feb 16, 2010 10:52 am |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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 Re: Dirt Modules
Damnit people! I just finish a post and then you guys are all like 'yeah we'd like to help you with this' and I have to start typing a response all over again! Those struts look pretty great Geti, just testing them out now. Thanks for various complements, also. Edit: I like them a lot so far, but is there any way to randomize the bunkermodule that is placed? So we could have different backgrounds and such. Something like that would certainly help to break up any repetitiveness. Edit2: Experimenting with wood along the top. At the moment they are foreground, but they might be better just as a background. Thoughts?
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Tue Feb 16, 2010 11:00 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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 Re: Dirt Modules
Duuude. Realistic tunnels. I'd say the wood represents the ceiling, and thus it should be in the FG layer. Now just to make cave-in traps using some Lua...
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Tue Feb 16, 2010 11:40 am |
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