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Urch
Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
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Re: "Bunker Modules" WIP
gold is measured in ounces. if you want 5 gold per pixel obtained, make it have a mass of 5 ounces.
edit: also, if you want the material to be harder, after where it says "CopyOf = Gold" for the material, change the structural integrity to a higher amount.
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Tue Jun 22, 2010 8:48 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: "Bunker Modules" WIP
I am going to make the walls of the Crystal Thick Mega Metal , I tried to make it stronger and still give you oz but so if someone can post the ini it would be nice the problem is it's to strong or just falls apart and no gold particles anyway I am going to take away all the different angels and just have the 3 as show in the pic will be updating soon Also I will fix the Spelling I tryed to make a pylon but it came out horrible
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Tue Jun 22, 2010 9:49 pm |
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Mr. Cake
Joined: Fri May 28, 2010 2:54 am Posts: 38 Location: U.S.A.
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Re: "Bunker Modules" WIP
Now I can officially say to myself "We require moar minerals!" While playing CC! Finally something else that is prettier than gold to collect. Hopefully this entices someone to make a full fledged StarCraft mod.
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Tue Jun 22, 2010 10:02 pm |
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Urch
Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
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Re: "Bunker Modules" WIP
BrainChild wrote: I am going to make the walls of the Crystal Thick Mega Metal , I tried to make it stronger and still give you oz but :???: so if someone can post the ini it would be nice the problem is it's to strong or just falls apart and no gold particles
anyway I am going to take away all the different angels and just have the 3 as show in the pic will be updating soon Also I will fix the Spelling I tryed to make a pylon but it came out horrible Urch wrote: gold is measured in ounces. if you want 5 gold per pixel obtained, make it have a mass of 5 ounces.
edit: also, if you want the material to be harder, after where it says "CopyOf = Gold" for the material, change the structural integrity to a higher amount. have you tried this yet?
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Tue Jun 22, 2010 10:05 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: "Bunker Modules" WIP
Yes and it gives me a error , also there isn't a mass variable only DensityperPixel and DensityperVolume maybe I put it in the wrong place where is it supose to go ? Mr. Cake wrote: Now I can officially say to myself "We require moar minerals!" While playing CC! Finally something else that is prettier than gold to collect. Hopefully this entices someone to make a full fledged StarCraft mod. I would make one but no one wants to help me with the sprites , I made a request thread asking for sprites and I'll try to to the rest but no replys no nothing
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Tue Jun 22, 2010 10:26 pm |
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Urch
Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
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Re: "Bunker Modules" WIP
BrainChild wrote: Yes and it gives me a error , also there isn't a mass variable only DensityperPixel and DensityperVolume
maybe I put it in the wrong place where is it supose to go ? Oh man, i'm sorry i was thinking of something else. you'd have to define your own materials, and give them their own colours for use in the MAT files.
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Tue Jun 22, 2010 10:30 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: "Bunker Modules" WIP
I tryed that to but for some reason things are to hard or to soft and no gold
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Tue Jun 22, 2010 10:32 pm |
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Urch
Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
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Re: "Bunker Modules" WIP
yeah i realize that you wouldn't be able to make it produce more gold per pixel that way. i was thinking of when making a MOPixel of gold.
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Tue Jun 22, 2010 10:33 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: "Bunker Modules" WIP
Updated the OP
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Tue Jun 22, 2010 10:55 pm |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: "Bunker Modules" WIP
Would be pretty awesome if you made it spread across the map by converting devices and actors into more crystals.
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Wed Jun 23, 2010 2:30 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: "Bunker Modules" WIP
Lambda wrote: Would be pretty awesome if you made it spread across the map by converting devices and actors into more crystals. Tiberium? Fudge yeaaahhhh. Turn the biological actors into team -1 mutants or visceroid for epic win.
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Wed Jun 23, 2010 3:53 am |
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Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
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Re: "Bunker Modules" WIP
I need to get around to doing that. It would be simple... make crystals that hurt nearby actors and turn them into little invisible seeds when they die, which turn into more tiberium upon hitting the ground.
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Wed Jun 23, 2010 4:29 am |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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Re: "Bunker Modules"
Perhaps this chould lead to a Entirely Crystalline team, with Crystal based Bunkers and crystal mobs and crystal weapons?
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Wed Jun 23, 2010 4:07 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: "Bunker Modules"
caekdaemon wrote: Perhaps this chould lead to a Entirely Crystalline team, with Crystal based Bunkers and crystal mobs and crystal weapons? I can try that But I'll need sprites for the weapons
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Wed Jun 23, 2010 4:09 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: "Bunker Modules"
In case you're wondering why your crystals are so weak in structure no matter how tough you make them is because the do not have background sprites. CC handles bunker modules without BGs like IsScrap junk that is laying around.
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Wed Jun 23, 2010 4:47 pm |
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