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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
currently, we cant place terrainmodules with lua, so you cant randomise the background, however you could just make multiples of the same one with different backgrounds, and let the author do the placement, though that could quickly get tedious. you might want to play up the grid rather than down, and go for http://i50.tinypic.com/ddtlw.png rather than what's happening now. of course, you have to make more planks, but whatever. It was what I was going to do with the Zombies09 tunnels.
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Tue Feb 16, 2010 11:52 am |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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 Re: Dirt Modules
I definitely want to put the real wood ceilings in the foreground now, but I will have to make the walls thinner, or will not be enough space for clones. Geti, I considered having multiples of the same module, but I don't think it would be worth cluttering up the menu for.
That said, I might make some anyway, but have them disabled by default, for scenes and the like.
Still not sure about whether to go on or off the grid..
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Tue Feb 16, 2010 12:00 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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 Re: Dirt Modules
I actually like the wood ceiling as it is, forcing the people in the tunnels to slouch a bit like you have to do in most tunnels like that. Though either way I think it'll look alright.
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Tue Feb 16, 2010 12:17 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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 Re: Dirt Modules
That occurred to me, but I think it will get tedious pretty fast. Actors get stuck way too easy.
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Tue Feb 16, 2010 12:19 pm |
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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
Eh, If it's a matter of two pixels they'll still fit. Also again, the grid thing is up to you. When i said multiple backgrounds before, i meant just unique ones for each module direction with something fancy at the junctions, like in the vanilla stuff. <3 hub (B? whatever the big one). Calling it a night now, good luck.
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Tue Feb 16, 2010 12:26 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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 Re: Dirt Modules
Big enough for all the dummies!**Vanilla dummies only*, behemoth not included.*Not all vanilla dummies may fit in all modules.Two pixels was about right, which was a pleasant surprise. Edit:Hmm. I'm torn between making these as generic as possible, so they look better when used a lot, or making them as unique as possible, so they look better when used only for a smallish tunnel. At the moment I'm leaning towards generic, I think.
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Tue Feb 16, 2010 12:51 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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 Re: Dirt Modules
 Now unless grif have some other trolling to do I will peacefully go back to my stuff. Nice mod btw, the new supports seems pretty neat. Edit : You should put the support like it is now for light dirt tunnels like these and put Geti's support scheme on hard dirt tunnels to make 'em look sturdier?
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Tue Feb 16, 2010 1:13 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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 Re: Dirt Modules
Ooh, that sounds like a good idea! It would be nice to have two sets. Tougher ones will wait until after the lighter ones are finished, though. In other news; minor update! Gordon boldly goes forth!Incidentally, does anyone care about these updates? I think it is nice to be able to see progress on things, but am I overdoing it?
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Tue Feb 16, 2010 1:52 pm |
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Mirefrost00
Joined: Sun Feb 15, 2009 4:59 pm Posts: 52
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 Re: Dirt Modules
Updates are nice, but if you've updated the download file with the latest version (supports, etc.), you might do well to update the first post as well. At least add the new pics. Cool stuff! Should be fun for us tunnel rats. 
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Tue Feb 16, 2010 2:47 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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 Re: Dirt Modules
Ahh, I should clarify. From now on, a minor update is purely a progress check, without a new download, whereas a major update is a new version, and as such, needs to be redownloaded.
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Tue Feb 16, 2010 2:54 pm |
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Mirefrost00
Joined: Sun Feb 15, 2009 4:59 pm Posts: 52
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 Re: Dirt Modules
Y'know, I think that's my bad, actually. Sorry about that. That degrades my position a bit, but I'll still cast in favor of you communicating however much you like. Some of us (me, at least) like frequent status reports.
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Tue Feb 16, 2010 3:16 pm |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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 Re: Dirt Modules
hey do you guys remember that one really small mod where that one person made a white pillar or something that would fall apart if you shot the bottom? If you shot the bottom, the rest of the top would explode and topple over.
Maybe we can do something like that for the shafts...
Also, what do you guys think about doors and what elevators for the vertical shafts?
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Tue Feb 16, 2010 3:33 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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 Re: Dirt Modules
Good to know the updates are appreciated. Leon, the pillar was by Deathbringer. Do you mean you want the ceilings to break? Or what? Doorwise, I suppose you could have a boulder or rock slab that slides out of the way. Might have a go at that at some point. As for elevators, they are impossible, so far as I know. I mean, short of having a floating dropcrate, there isn't much else you can do. Hmm. Floating dropcrate...
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Tue Feb 16, 2010 3:41 pm |
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minirobot
Joined: Wed Apr 11, 2007 5:34 pm Posts: 22
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 Re: Dirt Modules
If you want a cave in maybe you could make the top wood parts destructible and have lots of dirt as a gib.
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Tue Feb 16, 2010 3:48 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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 Re: Dirt Modules
LeonXross wrote: hey do you guys remember that one really small mod where that one person made a white pillar or something that would fall apart if you shot the bottom? If you shot the bottom, the rest of the top would explode and topple over.
T'was me actually. ObeliskFeel free to use my code if you want to do this. The code is pretty messed up though. minirobot wrote: If you want a cave in maybe you could make the top wood parts destructible and have lots of dirt as a gib. This would be wiser.
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Tue Feb 16, 2010 4:32 pm |
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