Search found 76 matches
- Mon Dec 20, 2010 3:28 am
- Forum: Works In Progress
- Topic: Nürburgring Grand-Prix Stecke
- Replies: 11
- Views: 3145
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.or...
- Sun Dec 19, 2010 4:17 am
- Forum: Works In Progress
- Topic: Nürburgring Grand-Prix Stecke
- Replies: 11
- Views: 3145
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 ...
- Sat Dec 18, 2010 6:08 am
- Forum: Works In Progress
- Topic: Nürburgring Grand-Prix Stecke
- Replies: 11
- Views: 3145
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...
- Wed Dec 01, 2010 2:30 am
- Forum: Works In Progress
- Topic: Sphaghetti Interchange
- Replies: 26
- Views: 5538
Re: Sphaghetti Interchange
Yes, but they don't follow curved planes I'm guessing.
- Sat Nov 13, 2010 4:53 pm
- Forum: Prefabs and Map Objects
- Topic: Inclined plane freeway ramps
- Replies: 13
- Views: 5476
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.
- Sat Nov 13, 2010 2:54 am
- Forum: Prefabs and Map Objects
- Topic: Inclined plane freeway ramps
- Replies: 13
- Views: 5476
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.
- Fri Nov 12, 2010 11:45 pm
- Forum: Prefabs and Map Objects
- Topic: Inclined plane freeway ramps
- Replies: 13
- Views: 5476
Re: Inclined plane freeway ramps
I guess you will have to scale, position, and orient with word pad or some such.
Your Dad play BZFlag?
- Thu Nov 11, 2010 2:59 am
- Forum: Prefabs and Map Objects
- Topic: Inclined plane freeway ramps
- Replies: 13
- Views: 5476
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 ...
- Thu Oct 28, 2010 12:42 am
- Forum: Works In Progress
- Topic: Sphaghetti Interchange
- Replies: 26
- Views: 5538
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 per...
- Sun Oct 17, 2010 4:17 pm
- Forum: Prefabs and Map Objects
- Topic: Freeways and City grids
- Replies: 3
- Views: 2426
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 p...
- Sun Oct 17, 2010 4:48 am
- Forum: Prefabs and Map Objects
- Topic: Freeways and City grids
- Replies: 3
- Views: 2426
Re: Freeways and City grids
Private.
- Sun Oct 17, 2010 4:20 am
- Forum: Prefabs and Map Objects
- Topic: Freeways and City grids
- Replies: 3
- Views: 2426
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.
- Tue Sep 14, 2010 12:40 am
- Forum: Map Editors
- Topic: 2D world render and 2D bz editor.
- Replies: 5
- Views: 3270
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...
- Thu Mar 18, 2010 4:46 pm
- Forum: Works In Progress
- Topic: Inclined Plane
- Replies: 5
- Views: 1738
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 : )
- Wed Jan 27, 2010 3:44 am
- Forum: Works In Progress
- Topic: Sphaghetti Interchange
- Replies: 26
- Views: 5538
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...
- Wed Jan 06, 2010 10:39 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Win7(x86) and WinXP(x86) + HD2600(AGP)
- Replies: 2
- Views: 1040
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.
Hope that helps.
- Wed Nov 25, 2009 3:50 am
- Forum: Map releases
- Topic: Rubricks_Roundabout
- Replies: 2
- Views: 733
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 ...
- Sat Nov 21, 2009 3:58 pm
- Forum: Help: Map Making
- Topic: World Size
- Replies: 4
- Views: 851
Re: World Size
Thanks for the link, I'll give it a try.
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- Sat Nov 21, 2009 3:23 pm
- Forum: Help: Map Making
- Topic: World Size
- Replies: 4
- Views: 851
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 

- Sat Nov 21, 2009 3:18 pm
- Forum: Enhancements
- Topic: Area lights.
- Replies: 9
- Views: 1677
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.
- Sat Nov 21, 2009 3:15 pm
- Forum: Enhancements
- Topic: An option to give the tanks substance and mass.
- Replies: 16
- Views: 2444
Re: An option to give the tanks substance and mass.
With collision detection tanks could blow up when they collided each other
- Tue Nov 10, 2009 3:14 pm
- Forum: Prefabs and Map Objects
- Topic: Teleporter box
- Replies: 3
- Views: 2701
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 

- Tue Nov 10, 2009 3:11 am
- Forum: Prefabs and Map Objects
- Topic: Teleporter box
- Replies: 3
- Views: 2701
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 o...
- Tue Nov 10, 2009 2:43 am
- Forum: Help: Map Making
- Topic: Ground XYZ and scale issues
- Replies: 9
- Views: 2126
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?


- Sun Nov 08, 2009 4:08 am
- Forum: Map releases
- Topic: Rubricks_Roundabout
- Replies: 2
- Views: 733
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...