Seems neat, but I think the problem is imba mod recipes, not so much lack of mining equipment.
Instead of plowing out craters maybe just make ore blocks drop ?* the amount of ore
In the indev version, all guns should work 100% smoothly on both multi and singleplayer now, including synching the random bullet deviation between client and server, and conveying the proper ammo types in proper order.
Today I got done a bunch of stuff with crafting, also got the 1st person working with the TOW.
Srsly tho, the TOW HUD along with other HUDs, including parts of the mechs', will use this overlay with configurable hue. I'm surprised at how good it looks.
Just inherit from EntityArrow and override as little as possible. If that doesn't work then try looking at the way you're spawning it. Check if its MP compatable by logging onto a dedicated server.
Myself i would avoid vanilla Entity subclasses for something like this because the AI is so hard to understand. Just make your own Entity that controls its own motion
Well its concerning because you spent so much time doing it that way yet there's a way that takes 1/10 the time and is more flexible :I
When it comes to programming or gamedev in general, never commit to something that seems tedious without researching or at least asking someone about it first, because theres almost always an automated way thats faster. And in this case the solution is rather simple because vanilla already has 1/2~2/3 the code done.I would help you with doing this using heightmaps if you wanted to try a stab at it, though if you have most of the items done already it would probably be too late.
I don't understand why this was a lot of work? did you model each individual polygon in techne or something?just jack the methods vanilla uses for rendering sprites as 3d then use a monochrome image as a heightmap, that way you can make any of the items like you have by doing two 2d images. And anyone with GIMP could easily make their own 'texturepacks'.
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Instead of plowing out craters maybe just make ore blocks drop ?* the amount of ore
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Here's the body mostly done, I've not started the legs yet. Guns will be mouned in that flat portion on the rear side.
Warzel_Drake has been doing a great job with UV mapping as well.
Also got a kneeling chair which has been a huge help with my back. Can finally start getting stuff done again.
Edit:
done
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I've thought about adding a pistol, but im leaning towards no.
I'm having back problems again, so progress will be delayed a bit again. Getting a new chair so hopefully that will help.
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Heres the finished mesh for the hover tank
http://www.mediafire...t/Mjolnir.blend
I'll fling out the other models once they are finished, tomorrow I'll finish up the turret I have.
Also if you want to make your own models for stuff listed the OP thats good also. I've not started on the laser turrets or missile launchers
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Today I got done a bunch of stuff with crafting, also got the 1st person working with the TOW.
Srsly tho, the TOW HUD along with other HUDs, including parts of the mechs', will use this overlay with configurable hue. I'm surprised at how good it looks.
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I agree that vanilla definitely need an aimable cannon
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More than Items I find it extremely useful with GUIs and Packets
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When it comes to programming or gamedev in general, never commit to something that seems tedious without researching or at least asking someone about it first, because theres almost always an automated way thats faster. And in this case the solution is rather simple because vanilla already has 1/2~2/3 the code done.I would help you with doing this using heightmaps if you wanted to try a stab at it, though if you have most of the items done already it would probably be too late.
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I don't understand why this was a lot of work? did you model each individual polygon in techne or something?just jack the methods vanilla uses for rendering sprites as 3d then use a monochrome image as a heightmap, that way you can make any of the items like you have by doing two 2d images. And anyone with GIMP could easily make their own 'texturepacks'.