Search found 76 matches

by yarro
Mon Dec 20, 2010 3:28 am
Forum: Works In Progress
Topic: Nürburgring Grand-Prix Stecke
Replies: 11
Views: 2860

Re: Nürburgring Grand-Prix Stecke

Hi again, I'm releasing the track as a BZW map object Nürburgring Grand-Prix Stecke by http://my.bzflag.org/bb/viewtopic.php?f=66&t=16840 is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. There is a neat licence generator at http://creativecommons.org/ch...
by yarro
Sun Dec 19, 2010 4:17 am
Forum: Works In Progress
Topic: Nürburgring Grand-Prix Stecke
Replies: 11
Views: 2860

Re: Nürburgring Grand-Prix Stecke

I just need to convert into a bzfworld or wings format. To get it working I don't have a good environment as I can't run BZ test launcher on Windows 7. So I'll just post as an object and not a map as soon as I can, in the next couple of days or so. Anyone interested can play with scale. If you size ...
by yarro
Sat Dec 18, 2010 6:08 am
Forum: Works In Progress
Topic: Nürburgring Grand-Prix Stecke
Replies: 11
Views: 2860

Nürburgring Grand-Prix Stecke

Hi, I've made a model of the Nürburgring Grand-Prix Stecke racetrack. I'll upload it to play with pretty soon. Mr. Apple is the race track master so maybe he can use it. I think I might make a tutorial on how to make roadways soon and I'll throw up a link, burp. Here is a screenshot. Nürburgring Gra...
by yarro
Wed Dec 01, 2010 2:30 am
Forum: Works In Progress
Topic: Sphaghetti Interchange
Replies: 26
Views: 4960

Re: Sphaghetti Interchange

Yes, but they don't follow curved planes I'm guessing.
by yarro
Sat Nov 13, 2010 4:53 pm
Forum: Prefabs and Map Objects
Topic: Inclined plane freeway ramps
Replies: 13
Views: 4907

Re: Inclined plane freeway ramps

Its a different ramp project as I released the freeway interchange idea in another thread recently. The freeway has a flat surface, so not inclined; better for running about on. This one could work with wings or the slope mesh physics driver.
by yarro
Sat Nov 13, 2010 2:54 am
Forum: Prefabs and Map Objects
Topic: Inclined plane freeway ramps
Replies: 13
Views: 4907

Re: Inclined plane freeway ramps

I don't know if I will use it as my plate is full and I have had problems with test launcher on Win 7 so far. I was hoping someone drops it in a game so I can see how it is implemented.
by yarro
Fri Nov 12, 2010 11:45 pm
Forum: Prefabs and Map Objects
Topic: Inclined plane freeway ramps
Replies: 13
Views: 4907

Re: Inclined plane freeway ramps

BZRamps.bzw
(77.18 KiB) Downloaded 208 times
OK, for your sake, here is a BZWorld file exported from Wings, hope Dad is happy.
I guess you will have to scale, position, and orient with word pad or some such.
Your Dad play BZFlag?
by yarro
Thu Nov 11, 2010 2:59 am
Forum: Prefabs and Map Objects
Topic: Inclined plane freeway ramps
Replies: 13
Views: 4907

Inclined plane freeway ramps

This is a model of a triple ramp fork that is curving and inclined with buttresses, asphalt and concrete textures (hopefully they come through). The licence is CC 3.0 and not for commercial use without my OK. The object needs scaling likely and may need to be un grouped as I can't get it to load in ...
by yarro
Thu Oct 28, 2010 12:42 am
Forum: Works In Progress
Topic: Sphaghetti Interchange
Replies: 26
Views: 4960

Re: Sphaghetti Interchange

spui.jpg If any one was watching this thread I have posted the interchange as a map object under prefabs and map objects " Freeways and City grids" The licence for this is Creative Commons 3.0. Please attribute to me when used, copy left if needed and not for commercial use without my permission. T...
by yarro
Sun Oct 17, 2010 4:17 pm
Forum: Prefabs and Map Objects
Topic: Freeways and City grids
Replies: 3
Views: 2134

Re: Freeways and City grids

spui.jpg Sphagetti Single Point Urban Interchange.zip I am posting my own "from scratch" work instead of the former example and the licence for this is Creative Commons 3.0. Please attribute to me when used, copy left if needed with this text intact and not for commercial use without my permission....
by yarro
Sun Oct 17, 2010 4:48 am
Forum: Prefabs and Map Objects
Topic: Freeways and City grids
Replies: 3
Views: 2134

Re: Freeways and City grids

Private.
by yarro
Sun Oct 17, 2010 4:20 am
Forum: Prefabs and Map Objects
Topic: Freeways and City grids
Replies: 3
Views: 2134

Freeways and City grids

OK, I had to pull that file. It is possible the that it could be contested even though it was significantly modified from source and likely was obtained under the freedom of information act. Should have done more checking before posting, sorry.
by yarro
Tue Sep 14, 2010 12:40 am
Forum: Map Editors
Topic: 2D world render and 2D bz editor.
Replies: 5
Views: 2796

The answer is yes

You can get superior results using InkScape. What works is, if I remember correctly, saving the file as a DXF which is CAD format. I find that you can then open in Sketchup and extrude lines into the Z dimension. It is better to use polygons however b splines might have potential as well. You can ad...
by yarro
Thu Mar 18, 2010 4:46 pm
Forum: Works In Progress
Topic: Inclined Plane
Replies: 5
Views: 1576

Re: Inclined Plane

Good implementation of the inclined plane. If code was modded you might no have to bump along, maybe glide instead. Then you would have slope driving. I'm sure I'll get modded down for that heretical thought though : )
by yarro
Wed Jan 27, 2010 3:44 am
Forum: Works In Progress
Topic: Sphaghetti Interchange
Replies: 26
Views: 4960

Re: Sphaghetti Interchange

Thanks for the comment, glad you enjoyed it. I have a more developed model I'd Like to do textured median striping, etc. Very time intensive, though. In the future in car navigation will be similar so I though it would be nice if BZF got some virtual interchanges, then you could do navigation and ro...
by yarro
Wed Jan 06, 2010 10:39 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: Win7(x86) and WinXP(x86) + HD2600(AGP)
Replies: 2
Views: 975

Re: Win7(x86) and WinXP(x86) + HD2600(AGP)

I got the flickering solved on Win 7 - 64 AMD 64 ATI HD 4800, the problem isn't the card but that the compatibility install for BZFlag on 7 seems to default at video at 16 or 8 bits or some such so just change video settings in BZFlag under options to 32 bit and Voila!

Hope that helps.
by yarro
Wed Nov 25, 2009 3:50 am
Forum: Map releases
Topic: Rubricks_Roundabout
Replies: 2
Views: 672

Re: Rubricks_Roundabout

Thanks a lot, glad you liked the design. It was symmetrical along one axis but I know what you mean. Thanks for giving the credit. I'm just trying to avoid some commercial enterprise scooping stuff up, mostly. I look forward to trying out your improved version once I have some free time. Looks like ...
by yarro
Sat Nov 21, 2009 3:58 pm
Forum: Help: Map Making
Topic: World Size
Replies: 4
Views: 781

Re: World Size

Thanks for the link, I'll give it a try.
-Y
by yarro
Sat Nov 21, 2009 3:23 pm
Forum: Help: Map Making
Topic: World Size
Replies: 4
Views: 781

World Size

How do you correctly change or make world size? I have an interstate highway object that is scaled correctly for my purpose but is too big for the standard x 800 world, thanks in advance :?:
by yarro
Sat Nov 21, 2009 3:18 pm
Forum: Enhancements
Topic: Area lights.
Replies: 9
Views: 1494

Re: Area lights.

I'd like to see tank luminosity as well, it can be hard to make out the color of the enemy at night.
by yarro
Sat Nov 21, 2009 3:15 pm
Forum: Enhancements
Topic: An option to give the tanks substance and mass.
Replies: 16
Views: 2146

Re: An option to give the tanks substance and mass.

With collision detection tanks could blow up when they collided each other
by yarro
Tue Nov 10, 2009 3:14 pm
Forum: Prefabs and Map Objects
Topic: Teleporter box
Replies: 3
Views: 2566

Re: Teleporter box

To get even crazier you could use parallel processing on supercomputers to experiment with the physics of in game processes. Not practical or fun but might answer the question of does virtual light light bend across infinite BZ worlds, more of a mechanism for discovery :roll:
by yarro
Tue Nov 10, 2009 3:11 am
Forum: Prefabs and Map Objects
Topic: Teleporter box
Replies: 3
Views: 2566

Teleporter box

Nothing fantastic, my idea was that a gameboard who's edge is made up of teleporters will never hit an "edge" but will teleport back on to the opposing side of the board. I doubt it works but the teleporters are in place and can be fixed up. More of a concept thingy. It would be an order of magnitud...
by yarro
Tue Nov 10, 2009 2:43 am
Forum: Help: Map Making
Topic: Ground XYZ and scale issues
Replies: 9
Views: 1968

Re: Ground XYZ and scale issues

Thanks you all for the the helpful input, Ill give it a whirl next time I build a map. Currently I trying to import teleporters or add them in blender but I get some script error, then there is textures and preventing spawning on the ground plane but I'll throw up a new question for that perhaps?
8)
by yarro
Sun Nov 08, 2009 4:08 am
Forum: Map releases
Topic: Rubricks_Roundabout
Replies: 2
Views: 672

Rubricks_Roundabout

Releasing under CC with attribution. It has a traffic circle and an optic squares height field terrain. Could use good texture and a teleporters, flags, physics, etc. It even has a correctly scaled camper on the freeway ; ) Would make a good symmetric capture the flag. You tend to spawn at the groun...