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 Concept art 
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
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Post Re: Concept art
Geti wrote:
Of course we are.
IsScrap is broken in that all materials are treated as scrap if they have no background pixels behind them. Thus, if you pile concrete above the ground, it doesn't work like concrete even though it's marked as not scrap in .ini.


I took a quick peek in materials.ini and concrete shot out of a concrete sprayer indeed does have IsScrap = 1.
Take a look:

Code:
AddMaterial = Material
   Index = 164
   PresetName = Wet Concrete
   Bounce = 0.1
   Friction = 0.02
   Stickiness = 0.1
   StructuralIntegrity = 70
   DensityKGPerVolumeL = 2.3
   GibImpulseLimitPerVolumeL = 15
   GibWoundLimitPerVolumeL = 0.1
   Priority = 100
   SettleMaterial = 177
   Color = Color
      R = 130
      G = 130
      B = 130


SettleMaterial = 177 means it will become another material as it settles and that material is....

Code:
AddMaterial = Material
   Index = 177
   PresetName = Concrete
   Bounce = 0.6
   Friction = 0.9
   StructuralIntegrity = 75
   DensityKGPerVolumeL = 2.3
   GibImpulseLimitPerVolumeL = 15
   GibWoundLimitPerVolumeL = 0.1
   Priority = 6
   SettleMaterial = 51
   Color = Color
      R = 165
      G = 165
      B = 165


Look at that, it also settles into something with SettleMaterial = 51. I'm guessing wet concrete doesnt settle entirely until it hits the final settling material in which case that is...

Code:
AddMaterial = Material
   Index = 51
   PresetName = Earth Rubble
   Bounce = 0.6
   Friction = 0.9
   StructuralIntegrity = 20
   DensityKGPerVolumeL = 2.5
   GibImpulseLimitPerVolumeL = 15
   GibWoundLimitPerVolumeL = 0.1
   Priority = 6
   IsScrap = 1
   Color = Color
      R = 110
      G = 125
      B = 115


...Earth rubble. And earth rubble has IsScrap = 1.


Summary:

If you guys want a quick fix for the concrete IsScrap issue, open Materials.ini, go to line 710 and remove it (delete this: "SettleMaterial = 177").
This (in theory) will fix this issue. I'm going to try it out now. brb.


EDIT: Nope, you were right. It is indeed broken, I'll go put a note about it for Data.

EDIT2: Ok done. Apperantly TLB had a put up a ticket for that long ago, but he was not sure of the cause at that time, so I clarified his report a bit.


Thu Sep 09, 2010 8:18 am
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
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Post Re: Concept art
hey numgun, I just honestly want to say that kudos for looking into that issue enough to realize it actually was broken


Fri Sep 10, 2010 1:42 am
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Joined: Fri Dec 22, 2006 4:20 am
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Post Re: Concept art
Also materials don't climb down some settle ladder. What would be the point of that?


Fri Sep 10, 2010 2:09 am
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: Concept art
You fire your concrete gun, launching particles with the "Wet Concrete" material.
Those particles settle, and their materials turn into "Concrete".
If/when the "concrete" terrain is dug up and re-settle, it becomes "Earth Rubble".


Fri Sep 10, 2010 2:53 am
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Post Re: Concept art
Exactly.
But what (I think) he said was that settling Wet Concrete skips Concrete and heads straight to Earth Rubble.

And I said that was incorrect.


Fri Sep 10, 2010 2:59 am
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Post Re: Concept art
I haven't seen this in any topic but it is concept art and it is prom's work...and it's a Coalition Heavy so it's awesomeness must be seen! (found on the minecraft fourms posted as a ref for a player skin request... said skin Image )
Image


Tue Oct 12, 2010 8:23 pm
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Post Re: Concept art
http://androidarts.com/cortexcommand/Fa ... lineup.jpg

he posted the fluff page here and that's the first coa related piece of art..


Tue Oct 12, 2010 8:54 pm
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Post Re: Concept art
Also: http://androidarts.com/systemshock/cortexshock.html
ARNE! Why don't you post?!


Mon Oct 18, 2010 1:55 am
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Post Re: Concept art
He does, just haphazardly on many forums. More CC stuff is coming, I'll link it here if he (or someone else) doesn't.


Mon Oct 18, 2010 4:32 am
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Post Re: Concept art
So, just read this topic again.
Good stuff.

Looking forwards to B24 :)


Sun Dec 05, 2010 5:39 pm
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Joined: Sun Aug 01, 2004 12:04 am
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Post Re: Concept art
ZONK!

Sorry about disappointingly disappearing. I can not control my
urges. When MML3 was announced I got too excited about that.
After that I nearly programmed a game on my own. But now:

Image

I still have to paint it though. Eventually all of the slides with figures
will have CC-scale figures.

A few comments on this slide: I wanted it to be more effective narratively,
with more fun stuff to look at. I made maybe 5-6 attempts at illustrating
the VR concept, but ultimately I went for this space angle instead.

It suggests that the frontier is moving. Old bodies are left behind (hence beard).
The rocket lifting off might provide a transition to the exploration ship slide.

I used the dummy robot design, which might have been state of the art at
the time of this slide. Apparently Alchiral exists in some form too.

The devices behind the "dwarf" as someone called him, shares some vague
similarities with the famous Da Vinci anatomy drawing (square and circle).

And that corner is obviously not 90 degrees. I just didn't want to draw ellipses.
I hate ellipses. The moon orbit and Earth shadow might be incorrect.

Also, Star Control reference, but where?

---

I might have to read up...


Thu Dec 16, 2010 7:28 pm
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Post Re: Concept art
O hey prom :)
Just one question, why no stars?


Thu Dec 16, 2010 7:35 pm
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Data Realms Elite
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Post Re: Concept art
O hey Prom, what build do you think will have all the awesome concepts you've published here?

Even though I know you propably won't know but still. :)


Thu Dec 16, 2010 7:38 pm
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Post Re: Concept art
Totally the robot that is pushing around dirt on the moon


Thu Dec 16, 2010 8:52 pm
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Data Realms Elite
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Post Re: Concept art
O hey Prom.

So, who's content is going to end up the victor, yours or numgun's? Maybe an amalgamation of the two? I figured you would know more than numgun, since he quit.


Thu Dec 16, 2010 10:16 pm
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