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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Lifts - Yes thats right Update 1.10 Final.
Oh no! LFOW is joining in this mod?
Prepare for awesome, gentlemen.
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Wed Feb 09, 2011 1:30 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Lifts - Yes thats right Update 1.10 Final.
You would have to make some modifications to the code, as to cover up the areas the sprite cable can't, it creates MOPixels.
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Wed Feb 09, 2011 1:39 am |
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none
Joined: Fri Dec 18, 2009 11:00 pm Posts: 167
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Re: Lifts - Yes thats right Update 1.10 Final.
Yes how Thick did you want it?
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Wed Feb 09, 2011 2:45 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Lifts - Yes thats right Update 1.10 Final.
The sprite I'm working with for the cable that I actually like is 6px wide.
Last edited by LowestFormOfWit on Wed Feb 09, 2011 7:46 am, edited 2 times in total.
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Wed Feb 09, 2011 7:04 am |
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none
Joined: Fri Dec 18, 2009 11:00 pm Posts: 167
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Re: Lifts - Yes thats right Update 1.10 Final.
6! I was think like 3 or something but 6!!! Here you go freak
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Wed Feb 09, 2011 7:21 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Lifts - Yes thats right Update 1.10 Final.
Well, I figure I might as well show a mock-up of what I've got rocking over here: The cable I want to use is shown, as well as an animated motor (a modified and recolored Control Chip Case), and then the elevator (which has doors similar to the Dummy Rocket but much larger) and an animated light on the bottom that ideally will only play when the elevator is moving.
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Wed Feb 09, 2011 7:46 am |
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ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
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Re: Lifts - Yes thats right Update 1.10 Final.
LowestFormOfWit wrote: Well, I figure I might as well show a mock-up of what I've got rocking over here: The cable I want to use is shown, as well as an animated motor (a modified and recolored Control Chip Case), and then the elevator (which has doors similar to the Dummy Rocket but much larger) and an animated light on the bottom that ideally will only play when the elevator is moving. THIS IS THE GREATEST LIFT CREATED EVA. Or at least until a better one comes out.
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Wed Feb 09, 2011 8:09 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Lifts - Yes thats right Update 1.10 Final.
God. This mod was already epic. With LFOW it might probably go from 100% to a 125%-150% of epicness.
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Wed Feb 09, 2011 8:26 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Lifts - Yes thats right Update 1.10 Final.
Pounded out a mock-up of what the finished product of the main top module will look like: Dimensions are 84 x 120, so if it's true anything divisible by 12 will fit evenly on the grid, this should play along with vanilla modules. Also, the elevator got a more symmetrical looking top part that I think looks better than the original one I submitted.
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Wed Feb 09, 2011 9:49 am |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: Lifts - Yes thats right Update 1.10 Final.
Huh i tryed a motor look like that when i first spirted the lifted didn't work out to well for me then again it was 3 am.
So good job, Also anychance of the dummy module? because i love the one of the dummy factory.
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Wed Feb 09, 2011 12:27 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Lifts - Yes thats right Update 1.10 Final.
Sims_Doc wrote: Huh i tryed a motor look like that when i first spirted the lifted didn't work out to well for me then again it was 3 am.
So good job, Also anychance of the dummy module? because i love the one of the dummy factory. Honestly you might be one of the only one's who actually liked those modules. They are simply too much orange/yellow. Too loud to have as walls. You're welcome to chop up the factory walls to fit modules you want, though, if you feel so inclined.
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Wed Feb 09, 2011 6:05 pm |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: Lifts - Yes thats right Update 1.10 Final.
The only reason i like them is to put it simple is because there not just the same old concrete bunker modules.
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Thu Feb 10, 2011 7:21 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Lifts - Yes thats right Update 1.10 Final.
The dummy factory modules are definitely too bright for bunker modules. However, they might serve well as the lift's modules because of the mechanical look. Might add to the "working contraption" feel to it.
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Thu Feb 10, 2011 7:32 am |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: Lifts - Yes thats right Update 1.10 Final.
I don't really mind the bright modules they seem fine to me. i only wish i could of got a copy of it that works on B24.
but that will never happen the creator has long since given up on that.
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Fri Feb 11, 2011 6:25 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Lifts - Yes thats right Update 1.10 Final.
I made a handful of standard modules, mostly the "C" tunnels and the straight tunnels. I have no problem uploading them....if I can find them. I've lost track of them across the 20 or so iterations/installs/mod folders of CC I have on my computer. Fair warning, they were pretty hideous. Looking back on them is hard for me to do without wincing. EDIT: I just did a full scan of my entire main directory for Cortex Command. They don't exist anymore. They probably got deleted by me out of my own humiliation from the horrible reception they got. Only the original preview screenshot remains. You're free to try and build them yourself by cutting them right out of said screenshot below, as you know I've said I won't go back to these. http://dl.dropbox.com/u/1757813/DummyModulesPic.PNG
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Fri Feb 11, 2011 10:15 am |
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