Search found 163 matches

by ClayOgre
Fri Jun 02, 2006 9:20 pm
Forum: Help: Map Making
Topic: Making Textures on just one surface
Replies: 6
Views: 3149

Exactly.
by ClayOgre
Thu Jun 01, 2006 10:52 pm
Forum: Works In Progress
Topic: Beta: Sand Blaster
Replies: 12
Views: 4992

The look and feel of it is great. I like the concept. It did seem a bit choppy to me, which is weird, because I think the lowest fps I was getting was 29, but then I have somewhat older hardware. I would also say that for me, the domes, both "onion" and regular don't work. The idea is soun...
by ClayOgre
Thu Jun 01, 2006 10:32 pm
Forum: Help: Map Making
Topic: Making Textures on just one surface
Replies: 6
Views: 3149

Yup, I had the same problem trying to use startside and endside...but I also didn't try all that hard. Hoever, your texture probably won't "stretch" over all the faces, without uv-mapping, which is a whole 'nother can of worms.
by ClayOgre
Thu Jun 01, 2006 1:08 am
Forum: Help: Map Making
Topic: Making Textures on just one surface
Replies: 6
Views: 3149

I haven't messed with it much, but you do it in the matref statement of your meshbox call. meshbox name box position x x x rotation x x x size x x x top matref <material> end I think that's the syntax...either that or it is "matref top" The best way to do it is to make a mesh object and uv...
by ClayOgre
Thu May 25, 2006 3:43 pm
Forum: Help: Map Making
Topic: Questions
Replies: 7
Views: 3142

Dunno if this will help or not, but here are some tutorials I wrote a while back:

http://hosted.rangfar.com/bzflagworld/f ... .php?t=620
by ClayOgre
Mon May 08, 2006 1:04 am
Forum: Map releases
Topic: Collaborator 2.0 goes live
Replies: 17
Views: 8245

@ Clay: can I be the guy with the *definetly not a gun* in the violin case ?
Yes, you may...but what's in the case, then, if not something with some serious firepower? And DO try to look intimidating (this means keep all "cutesie" tattoos covered up and ixnay on the bunny slippers....)
by ClayOgre
Mon May 08, 2006 12:50 am
Forum: Map releases
Topic: Collaborator 2.0 goes live
Replies: 17
Views: 8245

There, I put a thing in the first message, hopefully they will get the idea.
by ClayOgre
Mon May 08, 2006 12:15 am
Forum: Map releases
Topic: Collaborator 2.0 goes live
Replies: 17
Views: 8245

Already fixed it...pasted the wrong code fragment.

And I hate it when people post really huge images inline and I don't like attached pics at the end, since you only get so many attachments.....so we got thumbnails.
by ClayOgre
Sun May 07, 2006 11:38 pm
Forum: Map releases
Topic: Collaborator 2.0 goes live
Replies: 17
Views: 8245

The Map itself

Okay, for starters, be warned, this thing is BIG, bzfs will take a moment or two to digest it. It is also very heavy on texture downloads. You will need to modify your download access file (located in your My Bzflag folder for windows users, and in .bzf for Linux...can't speak for mac), and comment ...
by ClayOgre
Sun May 07, 2006 11:26 pm
Forum: Map releases
Topic: Collaborator 2.0 goes live
Replies: 17
Views: 8245

Collaborator 2.0 goes live

Okay, here it is, warts and all. The Collaborative effort from BIYA, Spazzy McGee, Purple Panzer, and ClayOgre. First we commence with the introductory trailer created by BIYA. Then the screenies....THERE WILL NO CLICKING OF THE MOUSE UPON THE SCREENIE LINKS UNTIL THE VIEWING OF THE INTRODUCTORY TRA...
by ClayOgre
Sun May 07, 2006 10:17 pm
Forum: Help: Map Making
Topic: teleporters
Replies: 12
Views: 5006

LinkMaterial is a sort of reserved material. material name LinkMaterial color 0 0 0 0 end The above code should make teleports invisible out the window. If you put in a texture reference, you can actually change how the teleporter "looks", i.e. not the usual swirly color thing. Changing th...
by ClayOgre
Sun May 07, 2006 5:06 pm
Forum: Help: Map Making
Topic: teleporters
Replies: 12
Views: 5006

well, couldn't see a picture, and the download link says its forbidden.

Edit:

Got it to download by deleting part of the URL. I still see 'em on radar.
by ClayOgre
Sun May 07, 2006 4:40 pm
Forum: Help: Map Making
Topic: teleporters
Replies: 12
Views: 5006

I must confess, I have wished for teleports invisible on radar too..hmmm....wonder what happens if you defin LinkMaterial with noradar....?
by ClayOgre
Sun May 07, 2006 12:16 am
Forum: Map releases
Topic: Army's The Towers map revised-again
Replies: 1
Views: 1495

Umm....server addy?
by ClayOgre
Sat May 06, 2006 11:32 pm
Forum: Map releases
Topic: Army of One's The Towers-1.1
Replies: 3
Views: 1933

Interesting, I generally don't like water maps, but it ain't half bad. How do you get up to the upper levels? I wasn't having much luck trying to jump up there. Are you planning to add any teleports? Also...FYI, it is spelled "biologically". How about something like "Fool! You jumped ...
by ClayOgre
Sat May 06, 2006 11:26 pm
Forum: Help: Map Making
Topic: Changing color of World Wepon
Replies: 12
Views: 4963

I tried your code, very interesting. Just for the heck of it, I plugged some other values in to see what would happen, got a couple of other colors, plus the default yellow rogue color.

Image
by ClayOgre
Sun Apr 30, 2006 8:59 pm
Forum: Works In Progress
Topic: IBZedit map
Replies: 8
Views: 3901

Arrow keys...I hate it already and I haven't even seen it...
by ClayOgre
Sat Apr 29, 2006 1:59 am
Forum: Help: Map Making
Topic: Timing Issue
Replies: 5
Views: 2565

Bummer...Oh well.
by ClayOgre
Sat Apr 29, 2006 12:06 am
Forum: Help: Map Making
Topic: Timing Issue
Replies: 5
Views: 2565

I don't know the answer, but I am also curious about this myself, as I have had a similar idea. I should think it would be possible. Maybe you could just do a simple test, less complex than what you are trying now. put a box or something with your dynamic color sequence, then put a world weapon time...
by ClayOgre
Tue Apr 25, 2006 2:05 am
Forum: Help: Map Making
Topic: Eh... stumped.
Replies: 10
Views: 4261

I did something in my collab corner...but I dunno if I really fixed it or not. I left a small gap between the two objects, like .01 or something. I had no trouble, but somebody who was texting the map for me said they did. It was hard to tell, since one of the objects had two linear physics drivers.
by ClayOgre
Mon Apr 24, 2006 10:47 am
Forum: Help: Map Making
Topic: Eh... stumped.
Replies: 10
Views: 4261

Is this where we supposedly have two meshes that are on the same level/height, but the tank can't drive over them? Or can drive over the seam one way, but not the other?
by ClayOgre
Sun Apr 23, 2006 1:56 pm
Forum: Works In Progress
Topic: Kitchen map
Replies: 32
Views: 16837

Look at most modern microwave ovens. Do you see any dials, etc? Usually it is some kinda touchpad. So just uv map that face and create a touchpad texture with some numbers, maybe a couple buttions for baked potatos, popcorn, nuked tank, etc....
by ClayOgre
Sun Apr 23, 2006 1:52 am
Forum: Works In Progress
Topic: Kitchen map
Replies: 32
Views: 16837

Dunno what your poly count is...but I am wondering if using a texture for the controls on your microwave might save you some polys.
by ClayOgre
Sun Apr 23, 2006 12:31 am
Forum: Enhancements
Topic: New flag: Backwards (BW)?
Replies: 11
Views: 4197

What would it look like when you shoot? Would tank rounds be issuing from the tank's hindparts? Or would shots also apppear to be reversed as well? It would be kind of similar to invisible bullet.
by ClayOgre
Sun Apr 23, 2006 12:28 am
Forum: Enhancements
Topic: sequences on texturematrix
Replies: 0
Views: 1314

sequences on texturematrix

It might be interesting to have some sort of "sequence" on the texturematrix command. Sort of like...move at such and such speed for so long...then go to this speed, then move backwards, maybe even switch direction. Probably be too much trouble to implement.