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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: W40k:Tau U-P-D-A-T-E !!!!
Are the held offsets for that final? looks like you hold it like a minigun!
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Mon Feb 16, 2009 9:05 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: W40k:Tau U-P-D-A-T-E !!!!
Exalion wrote: Are the held offsets for that final? looks like you hold it like a minigun! Actually those held offsets are only temporary, its supposed to 'hold' a spot in the air 4 pixels towards the front... Its supposed to be an arm-mount, that square part there holding, is supposed to go on the side of the arm of a broadside, and the whole gun should sort of hang under it. Its just that... well... the vanilla actors can't hold it that way... they gib if they look down, or just drop it when they walk and sharp aim... even though there sharp aim doesn't move... And for some reason in my head this is being read by Dr Girlfriend from venture bros.... how do I stop this... fictional character voices are reading in my head.... what's wrong with me....
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Mon Feb 16, 2009 9:42 am |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: W40k:Tau U-P-D-A-T-E !!!!
we need tyranids.
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Mon Feb 16, 2009 3:50 pm |
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Metal_militia
Joined: Fri Jan 23, 2009 2:01 pm Posts: 60 Location: London, UK
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Re: W40k:Tau U-P-D-A-T-E !!!!
wrong forum for that crud, go to requests
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Mon Feb 16, 2009 8:33 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: W40k:Tau U-P-D-A-T-E !!!!
-_-" I dislike the sprites, chances are I'll submit at least recoloured ones when I get time.
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Tue Feb 17, 2009 8:01 am |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: W40k:Tau U-P-D-A-T-E !!!!
Who its working in the Tau stealth Xv15 actor? (In future afirmative reply,) need help?
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Tue Feb 17, 2009 7:19 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: W40k:Tau U-P-D-A-T-E !!!!
I've made burstcannon for xv15 . I thought that you worked on the xv15 .
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Tue Feb 17, 2009 8:28 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: W40k:Tau U-P-D-A-T-E !!!!
grenade wrote: I've made burstcannon for xv15 . I thought that you worked on the xv15 . Holy jesus christ.... I was anger about the Ionblaster problem and I stoped to look the post until today Edit: I gonna put myself on it right now...
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Tue Feb 17, 2009 8:46 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: W40k:Tau U-P-D-A-T-E !!!!
First sprite problem : As you can see the 2 shoulders haven't the same armor design... We must sprite the two of them or just one? I vote for sprite 2 diferents and leave the genious of code "Miles_T3hR4t" do the rest
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Tue Feb 17, 2009 9:21 pm |
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vagyr
Joined: Sun Jan 11, 2009 10:54 am Posts: 365
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Re: W40k:Tau U-P-D-A-T-E !!!!
gaaah!!! i wanted to give you a new and complete pulse rifle code(with added coolnes)... but i have strange errors... and since no 1 is helping me at the new thread i opened i will post it here... hopefuly some1 will help me... it says error on line 5(it cannot mach property) and sometimes it will say error on line 43(it cannot mach property)!?!?!? what do i do wrong??? it has an error on the mass?!?!? and on the color?!?!? please help... the pulse rifle will look much better like this... (fine tuning will come after the code is fixed) Code: AddEffect = Attachable InstanceName = Sniper Pulse Muzzle ScreenEffect = ContentFile FilePath = Tau.rte/Pulse Rifle auto fire/pulseglow.bmp Mass = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Tau.rte/Pulse Rifle auto fire/pulsebeam.bmp FrameCount = 2 SpriteOffset = Vector X = 0 //-8 Y = -9 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 2 Depth = 100 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 3 Depth = 100 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 0
AddEffect = MOPixel InstanceName = Particle Rail Glow Mass = 0.013 //RestThreshold = 500 GlobalAccScalar = 0 LifeTime = 500 Sharpness = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 0 G = 0 B = 200 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 200 G = 200 B = 255 TrailLength = 4 ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/BlueSmall.bmp EffectStartTime = 0 EffectStopTime = 500 EffectStartStrength = 1.0 EffectStopStrength = 0.1 EffectAlwaysShows = 1
AddEffect = MOPixel InstanceName = Particle 1 Mass = 0.05 RestThreshold = 500 LifeTime = 300 Sharpness = 50 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 255 G = 255 B = 255 Atom = Atom Material = Material CopyOf = Metal TrailColor = Color R = 100 G = 100 B = 255 TrailLength = 40
AddAmmo = AEmitter PresetName = Particle Rail Rifle Mass = 4 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Coalition.rte/Devices/Rifles/SniperCasing.bmp LifeTime = 1 FrameCount = 1 SpriteOffset = Vector X = 0 Y = -9 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 1 DeepCheck = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Particle 1 ParticlesPerMinute = 1 BurstSize = 2 Spread = 0.0 MaxVelocity = 220 MinVelocity = 190 PushesEmitter = 0 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Particle Rail Glow ParticlesPerMinute = 1 BurstSize = 6 Spread = 0.0 MaxVelocity = 120 MinVelocity = 10 PushesEmitter = 0 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Particle Rail Glow PresetName = Particle Rail Glow Large ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/BlueBig.bmp EffectStartTime = 0 EffectStopTime = 500 EffectStartStrength = 0.9 EffectStopStrength = 0.1 EffectAlwaysShows = 1 ParticlesPerMinute = 1 BurstSize = 3 Spread = 0.0 MaxVelocity = 100 MinVelocity = 10 PushesEmitter = 0 EmissionEnabled = 1 EmissionsIgnoreThis = 0 BurstTriggered = 1
AddAmmo = Round InstanceName = Round 1 ParticleCount = 1 Particle = AEmitter CopyOf = Particle Rail Rifle Shell = None FireVelocity = 10 ShellVelocity = 0 Separation = 0
AddAmmo = Magazine InstanceName = Magazine Pulse Mass = 2 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = 28 Y = -5 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Grass Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Grass Resolution = 3 Depth = 1 DeepCheck = 1 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 0 Y = -3 ParentOffset = Vector X = 1 Y = 0 DrawAfterParent = 0 RoundCount = 50 RTTRatio = 4 RegularRound = Round CopyOf = Round 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Tiny Smoke Ball 1 Count = 10 Spread = 1 MaxVelocity = 4 MinVelocity = 4 GibImpulseLimit = 0.00001
AddDevice = HDFirearm PresetName = Pulse Rifle/single fire Description = The Tau have developed rifle-sized plasma weapons immune to ovetrheat and catostrophic failure, a feat never before acheived, not even by the Eldar. They are used as standard-issue weapons. They have a high armor penetration value(medioum range)this weapon has been seted on single fire. AddToGroup = Weapons AddToGroup = T'au Mass = 20 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/pulserifle.bmp FrameCount = 2 SpriteOffset = Vector X = -16 Y = -7 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal GoldValue = 150 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 1 JointStrength = 75 JointStiffness = 0.5 JointOffset = Vector X = -3 Y = 3 DrawAfterParent = 0 StanceOffset = Vector X = 6 Y = 5 SharpStanceOffset = Vector X = 7 Y = -2 SupportOffset = Vector X = 5 Y = 4 SharpLength = 480 Magazine = Magazine CopyOf = Magazine Pulse ParentOffset = Vector X = 3 Y = 1 Flash = Attachable CopyOf = Sniper Pulse Muzzle FireSound = Sound AddSample = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/shot.ogg AddSample = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/shot2.ogg EmptySound = Sound AddSample = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/empty.ogg ReloadStartSound = Sound AddSample = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/relostart.ogg ReloadEndSound = Sound AddSample = ContentFile FilePath = Tau.rte/Pulse Rifle 1shot/reloend.ogg RateOfFire = 50 ReloadTime = 2000 FullAuto = 0 FireIgnoresThis = 1 ShakeRange = 0 SharpShakeRange = 0 NoSupportFactor = 0 ParticleSpreadRange = 2 ShellSpreadRange = 8 ShellAngVelRange = 2 MuzzleOffset = Vector X = 40 Y = 0 EjectionOffset = Vector X = -8 Y = -1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 5 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 4 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 6 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 18 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibWoundLimit = 18
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Tue Feb 17, 2009 9:29 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: W40k:Tau U-P-D-A-T-E !!!!
right, copy the folder "effects" folder inside the tau.rte or the folder where are you working. And all the files with some reference in the correct folder and it must be fixed It happend to me when I was making the "bannedcannon" EDIT: file 5... mph... can be a mass problem, any other idea?
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Tue Feb 17, 2009 9:55 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: W40k:Tau U-P-D-A-T-E !!!!
NaXx wrote: First sprite problem : As you can see the 2 shoulders haven't the same armor design... We must sprite the two of them or just one? I vote for sprite 2 diferents and leave the genious of code "Miles_T3hR4t" do the rest the difference in shoulder-pads is the size of the cept marking.. that circle thing with the tau symbol thing on it... thats about the only difference... Ignore it, I only just realized this.... (then again, I can't paint and got someone else to do it T_T)
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Wed Feb 18, 2009 1:17 am |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: W40k:Tau U-P-D-A-T-E !!!!
Well the main difference between xv15 and fire warrior is color and jetpack .
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Wed Feb 18, 2009 8:20 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: W40k:Tau U-P-D-A-T-E !!!!
And the fact that it's wearing a suit....
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Wed Feb 18, 2009 8:58 am |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: W40k:Tau U-P-D-A-T-E !!!!
My sprite skills arrive since it arrive... talking about actors... I don't like how ended the helmet, please re-sprite it freely.
Things to fix :
1. Background arm and hand must be positionated where they must be.
2. Make awesomer the jetpack fire
3. Replace the description by some geek tau data
(Re-adjust or Re-sprite what you need to fix, this file its free to modification for tau's benefits.) I adjusted the stealth digger for look like this stealth troop...
PLEASE, productive criticism.
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Wed Feb 18, 2009 4:58 pm |
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