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Theseus
Joined: Mon Mar 23, 2009 8:19 pm Posts: 77
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Re: W40k:Tau U-P-D-A-T-E !!!!
What I'm saying is, I'm sorry but I don't know how to even make an emitter, remember I've only been seriously modding for aboot a week now.
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Sat Mar 28, 2009 8:53 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 !!!!
Umm... wait I'll find the AK47 bayonet for you. I think parent extends only to currently attached objects. EDIT: The AK w/ Bayonet and the Slasher Bayonet Assault Rifle are in Shook's Hueg Pack of Mods. Here is the code for it, copy it if you really need to...
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Sat Mar 28, 2009 9:14 am |
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Theseus
Joined: Mon Mar 23, 2009 8:19 pm Posts: 77
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Re: W40k:Tau U-P-D-A-T-E !!!!
411570N3 wrote: Umm... wait I'll find the AK47 bayonet for you. I think parent extends only to currently attached objects. EDIT: The AK w/ Bayonet and the Slasher Bayonet Assault Rifle are in Shook's Hueg Pack of Mods. Here is the code for it, copy it if you really need to... Thanks, that should help alot. I'll look at it, and avoid copying it if possible. Would prefer to use a similar method, not just paste it in.
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Sat Mar 28, 2009 9:21 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 !!!!
Theseus wrote: 411570N3 wrote: Umm... wait I'll find the AK47 bayonet for you. I think parent extends only to currently attached objects. EDIT: The AK w/ Bayonet and the Slasher Bayonet Assault Rifle are in Shook's Hueg Pack of Mods. Here is the code for it, copy it if you really need to... Thanks, that should help alot. I'll look at it, and avoid copying it if possible. Would prefer to use a similar method, not just paste it in. thats not exactly possible. if you re-did it from scratch, you'd still end up with a near identical result, just shaped differently. And to simplify, an AEmitter is a pixel or a sprite, works just like an MOSR, but it well... emits particles... it has a few more variables.... you define what is emitted, how often, how fast, are there bursts, does it speed up or slow down, how many at once, is there a stop/start sound, is there a loop sound..... thats about it, otherwise its an MOSR. I've honestly made every emitter i've ever needed, from jet packs, wounds, or the ammo in the revolver cannon. maybe make an attachable copy of aemitter or some crap. (not in that order of course) the difference between AEmitters, MOSR, and the rest, is basically different lego blocks... there basically the same thing only a little funny.
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Sat Mar 28, 2009 9:38 am |
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Theseus
Joined: Mon Mar 23, 2009 8:19 pm Posts: 77
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Re: W40k:Tau U-P-D-A-T-E !!!!
Miles_T3hR4t wrote: Legoz! Yeah, I've got the emitters workin' still working on off-sets and not gibbing myself.
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Sat Mar 28, 2009 10:00 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 !!!!
Theseus wrote: Miles_T3hR4t wrote: Legoz! Yeah, I've got the emitters workin' still working on off-sets and not gibbing myself. not gibbing yourself is the hardest part, there is a varaible for ignore parent. 1 means it will ignore you, 0 means it wont and it will hit you. I always hated that. YES! I WANT YOU TO DO, DO NOTHING!
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Sat Mar 28, 2009 10:10 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 !!!!
So a repeat of what I said before - anyone want any specific sprites? And I might need to repost the lists and all my sprites again soon...
EDIT: Well that was painful. NEW FULLY CANON AND NO BLACK OUTLINE FLAMERS ARE NOW HERE!
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Sat Mar 28, 2009 10:13 am |
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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 !!!!
now all we need is a crysis suit!
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Sat Mar 28, 2009 7:11 pm |
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Theseus
Joined: Mon Mar 23, 2009 8:19 pm Posts: 77
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Re: W40k:Tau U-P-D-A-T-E !!!!
411570N3 wrote: So a repeat of what I said before - anyone want any specific sprites? And I might need to repost the lists and all my sprites again soon...
EDIT: Well that was painful. NEW FULLY CANON AND NO BLACK OUTLINE FLAMERS ARE NOW HERE! Damned good sprite, but quite large. Is it going on a huge suit? If not it needs to be sized down.. if it is though it's awesome.
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Sat Mar 28, 2009 9:38 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 !!!!
vagyr wrote: now all we need is a crysis suit! I'll be getting there.... eventually
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Sat Mar 28, 2009 9:52 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 !!!!
Theseus wrote: 411570N3 wrote: So a repeat of what I said before - anyone want any specific sprites? And I might need to repost the lists and all my sprites again soon...
EDIT: Well that was painful. NEW FULLY CANON AND NO BLACK OUTLINE FLAMERS ARE NOW HERE! Damned good sprite, but quite large. Is it going on a huge suit? If not it needs to be sized down.. if it is though it's awesome. This is to scale. *motions at previous post* *decides a quote would be easier* *forgets where to quote from* Whatever, point is the Tau like big guns... And yeah it goes on a large scale suit.
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Sun Mar 29, 2009 12:45 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 !!!!
Here is my rail Rifle.
This is the code, otherwise it has the sprites and offsets as the flack cannon, and has no sound.
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Sun Mar 29, 2009 1:04 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 !!!!
'Tis delicious. Now to do the effects and sprites *looks at vagyr* Though I don't seem to get the dreadnought immunity effect you explained to me. When I tested it the dreadnoughts died outright...
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Sun Mar 29, 2009 1:38 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 !!!!
411570N3 wrote: 'Tis delicious. Now to do the effects and sprites *looks at vagyr* Though I don't seem to get the dreadnought immunity effect you explained to me. When I tested it the dreadnoughts died outright... I keep hitting the gun, and about 3 pixels above it.... it never dies when I do that.... It might lose its turret but it doesn't actually die for some reason for me.
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Sun Mar 29, 2009 1:41 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 !!!!
This is really fun... if you fire straight into metal or higher at point blank range your actor explodes... AWESOME Anyway, my canon heavy rail rifle edit is coming along nicely. If anyone protests to me editing their sprites to be more canon then just say so, I'll start from scratch instead... EDIT: Almost Done... I'm actually surprised nobody's examined the Pulse Carbine closely enough to figure out the Easter Egg yet...
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Sun Mar 29, 2009 1:46 am |
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