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 W40k:Tau U-P-D-A-T-E !!!! 
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Joined: Fri Mar 02, 2007 6:59 am
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
Are the held offsets for that final? looks like you hold it like a minigun!


Mon Feb 16, 2009 9:05 am
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Post 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....


Mon Feb 16, 2009 9:42 am
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
we need tyranids.


Mon Feb 16, 2009 3:50 pm
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
wrong forum for that crud, go to requests


Mon Feb 16, 2009 8:33 pm
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Post 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.


Tue Feb 17, 2009 8:01 am
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
Who its working in the Tau stealth Xv15 actor? Image
(In future afirmative reply,) need help?


Tue Feb 17, 2009 7:19 pm
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
I've made burstcannon for xv15 . I thought that you worked on the xv15 .


Tue Feb 17, 2009 8:28 pm
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Post 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 .

Image Holy jesus christ....
I was anger about the Ionblaster problem and I stoped to look the post until today

:shock:

Edit: I gonna put myself on it right now...


Tue Feb 17, 2009 8:46 pm
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
First sprite problem :
Image

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 :wink:


Tue Feb 17, 2009 9:21 pm
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Post 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


Tue Feb 17, 2009 9:29 pm
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Post 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?


Tue Feb 17, 2009 9:55 pm
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
NaXx wrote:
First sprite problem :
Image

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 :wink:


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)


Wed Feb 18, 2009 1:17 am
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
Well the main difference between xv15 and fire warrior is color and jetpack .


Wed Feb 18, 2009 8:20 am
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
And the fact that it's wearing a suit....


Wed Feb 18, 2009 8:58 am
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Post 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.


Wed Feb 18, 2009 4:58 pm
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