Search found 157 matches

by Mark_IV
Tue Nov 09, 2010 8:19 pm
Forum: Screenshots & Artwork
Topic: Custom Tank
Replies: 17
Views: 3467

Re: Custom Tank

Thanks Constitution
by Mark_IV
Mon Nov 08, 2010 8:15 pm
Forum: Screenshots & Artwork
Topic: Custom Tank
Replies: 17
Views: 3467

Re: Custom Tank

Constitution wrote:Those textures don't tile very well, I take it?
what do you mean?
by Mark_IV
Mon Nov 08, 2010 1:50 am
Forum: Screenshots & Artwork
Topic: Custom Tank
Replies: 17
Views: 3467

Re: Custom Tank

Thanks for the link mrapple. Downloaded and testing them!
by Mark_IV
Sun Nov 07, 2010 9:08 pm
Forum: Prefabs and Map Objects
Topic: Rat's Nest Map & Textures Released Under CC License
Replies: 16
Views: 7139

Re: Rat's Nest Map & Textures Released Under CC License

Sorry to re-open a old post, but I tried to open the link to the base textures, and it wouldn't open. Is there anywhere else the base textures may be hiding?
by Mark_IV
Sat Nov 06, 2010 1:57 am
Forum: Screenshots & Artwork
Topic: Custom Tank
Replies: 17
Views: 3467

Re: Custom Tank

Looks Great.
by Mark_IV
Fri Nov 05, 2010 10:07 pm
Forum: Screenshots & Artwork
Topic: Custom Tank
Replies: 17
Views: 3467

Re: Custom Tank

Thanks, it worked. I'm happy to say now I've proved Scythio and joevano wrong.
by Mark_IV
Fri Nov 05, 2010 8:59 pm
Forum: General Discussion
Topic: Old Variable?
Replies: 3
Views: 877

Re: Old Variable?

Looks like that was just a mistake on the map author's part. It should be a waterLevel object as there was never a "_deadUnder" (or at least, not in a released copy of the game - possible that was in a 1.11.x build at one point, but I don't recall it). Search for 'deadunder' on this log for the dis...
by Mark_IV
Fri Nov 05, 2010 8:23 pm
Forum: Screenshots & Artwork
Topic: Custom Tank
Replies: 17
Views: 3467

Re: Custom Tank

Ohh, so it has to end with _tank I will try that, and see if it works.
by Mark_IV
Fri Nov 05, 2010 12:44 am
Forum: Screenshots & Artwork
Topic: Custom Tank
Replies: 17
Views: 3467

Re: Custom Tank

It's saved as a png, the same as all other textures, and it is in the same folder as the default? I'm pretty sure my computer can process them properly.
by Mark_IV
Thu Nov 04, 2010 10:24 pm
Forum: Screenshots & Artwork
Topic: Custom Tank
Replies: 17
Views: 3467

Custom Tank

I went into program files, and added the electric tank images. Its name is electricB_blue.png (I also added other textures like the blue base is electricB_basetop.png and all the other blue settings) Then I went to the config and changed blueTeamPrefix from blue_ to electricB_ all the textures load ...
by Mark_IV
Thu Nov 04, 2010 12:13 am
Forum: General Discussion
Topic: Old Variable?
Replies: 3
Views: 877

Old Variable?

I was looking in the Map Releases section, and downloaded an OLD map, on the last page, and it had a variable _deadUnder. I tried to run the map to see what it looked like, and the _deadUnder didn't let it load. Was this an old variable now removed? It also seems like all the old maps used .map inst...
by Mark_IV
Mon Nov 01, 2010 8:54 pm
Forum: Help: Map Making
Topic: Textured Bases
Replies: 4
Views: 959

Re: Textured Bases

Wow, I'm dumb for not thinking of that. Thanks Bullet.

~Edit, Thanks, implemented and working
by Mark_IV
Sun Oct 31, 2010 6:20 pm
Forum: Help: Map Making
Topic: Textured Bases
Replies: 4
Views: 959

Re: Textured Bases

Thanks Blast
by Mark_IV
Sun Oct 31, 2010 3:08 pm
Forum: Help: Map Making
Topic: Textured Bases
Replies: 4
Views: 959

Textured Bases

Is it possible to texture team bases, other than the color it comes with?
by Mark_IV
Sat Oct 30, 2010 1:52 am
Forum: Help: Map Making
Topic: Meshes
Replies: 13
Views: 2016

Re: Meshes

Optic Delusion wrote:Yeah, but there's no way to know which face is supposed to have which material... You can only do this if your object has only one material.
Perfect, my object is only 1 material XD
by Mark_IV
Sat Oct 30, 2010 1:14 am
Forum: Help: Map Making
Topic: Meshes
Replies: 13
Views: 2016

Re: Meshes

Cobra_Fast wrote:All faces below the matref line use that material. So you can assign different materials to groups of faces without attaching the matref to each single face.
Okay, thanks. This makes it much easier to materialize my object.
by Mark_IV
Sat Oct 30, 2010 12:34 am
Forum: Help: Map Making
Topic: Meshes
Replies: 13
Views: 2016

Re: Meshes

So when you say the matref invisible thing, I use that once and ALL the faces use that texture? For what I'm doing that's fine. And is it actually 'matref invisible' as a code, or is that an example, and I put 'matref *Material Name*'
by Mark_IV
Fri Oct 29, 2010 8:35 pm
Forum: Help: Map Making
Topic: Meshes
Replies: 13
Views: 2016

Re: Meshes

Also, how do I texture a mesh. I looked at r3lax's wooden tower, and he uses matref, but do I really have to add that too all of those lines? Is there an easier way. I can texture it in my 3d editor, but what I use it in BZ, it is untextured.

BTW I got it to move where I wanted it too.
by Mark_IV
Fri Oct 29, 2010 10:40 am
Forum: Help: Map Making
Topic: Meshes
Replies: 13
Views: 2016

Re: Meshes

Optic Delusion wrote:
Another thing i'd like to mention... when you build your mesh for a group, it is preferable to leave it centered around point 0 0 0, making it easier to shift around the world.
I did do that, I figured it would be easier.

Do I put -dddd in the config, what does that do?
by Mark_IV
Fri Oct 29, 2010 1:12 am
Forum: Help: Map Making
Topic: Meshes
Replies: 13
Views: 2016

Re: Meshes

Thanks you joey, also, I am having trouble with groups. With my test map, which is just the object, I have this

world
size 400
end
group object
shift 300 300 0
end
define object
*Miles of Code*
enddef

yet, the object wont move at all, even though I shifted it.
by Mark_IV
Fri Oct 29, 2010 12:47 am
Forum: Help: Map Making
Topic: Meshes
Replies: 13
Views: 2016

Meshes

Please correct me if I'm wrong, I think meshes are what I'm talking about. I made a object in Anim8tor, and exported it as .obj and converted to .bzw yada yada ya. I want to add it to a map, I know how to make groups, but when I do define group, the code for the object is thousands of lines long. In...
by Mark_IV
Sun Oct 24, 2010 1:10 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: NVIDIA
Replies: 6
Views: 1344

Re: NVIDIA

Sorry, I was on a 3 day hike (Ughhhhhh so sore) I just open BZ without a problem. I don't know what, as I didn't update anything. I'm just confused, but happy that BZ works again.
by Mark_IV
Fri Oct 22, 2010 7:21 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: NVIDIA
Replies: 6
Views: 1344

NVIDIA

When I try to open BZFlag, I get the message NIVIDA OpenGl Driver NIVIDA display driver files from a different (incompatible) versions of the driver have been detected. NIVIDA OpenGL acceleration is disabled in order to maintain system stability. To resolve this problem, update the NVIDIA display dr...
by Mark_IV
Thu Oct 21, 2010 7:16 pm
Forum: Help: Map Making
Topic: GMs
Replies: 9
Views: 1677

Re: GMs

Okay
by Mark_IV
Wed Oct 20, 2010 6:40 pm
Forum: Help: Map Making
Topic: GMs
Replies: 9
Views: 1677

Re: GMs

mrapple wrote:Set _reloadTime higher
Set _gmAdLife higher
Set _shotRange lower
Why would I set the shot range lower?