Search found 157 matches
- Tue Nov 09, 2010 8:19 pm
- Forum: Screenshots & Artwork
- Topic: Custom Tank
- Replies: 17
- Views: 5971
Re: Custom Tank
Thanks Constitution
- Mon Nov 08, 2010 8:15 pm
- Forum: Screenshots & Artwork
- Topic: Custom Tank
- Replies: 17
- Views: 5971
Re: Custom Tank
what do you mean?Constitution wrote:Those textures don't tile very well, I take it?
- Mon Nov 08, 2010 1:50 am
- Forum: Screenshots & Artwork
- Topic: Custom Tank
- Replies: 17
- Views: 5971
Re: Custom Tank
Thanks for the link mrapple. Downloaded and testing them!
- 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: 13269
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?
- Sat Nov 06, 2010 1:57 am
- Forum: Screenshots & Artwork
- Topic: Custom Tank
- Replies: 17
- Views: 5971
Re: Custom Tank
Looks Great.
- Fri Nov 05, 2010 10:07 pm
- Forum: Screenshots & Artwork
- Topic: Custom Tank
- Replies: 17
- Views: 5971
Re: Custom Tank
Thanks, it worked. I'm happy to say now I've proved Scythio and joevano wrong.
- Fri Nov 05, 2010 8:59 pm
- Forum: General Discussion
- Topic: Old Variable?
- Replies: 3
- Views: 1270
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 f...
- Fri Nov 05, 2010 8:23 pm
- Forum: Screenshots & Artwork
- Topic: Custom Tank
- Replies: 17
- Views: 5971
Re: Custom Tank
Ohh, so it has to end with _tank I will try that, and see if it works.
- Fri Nov 05, 2010 12:44 am
- Forum: Screenshots & Artwork
- Topic: Custom Tank
- Replies: 17
- Views: 5971
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.
- Thu Nov 04, 2010 10:24 pm
- Forum: Screenshots & Artwork
- Topic: Custom Tank
- Replies: 17
- Views: 5971
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 ...
- Thu Nov 04, 2010 12:13 am
- Forum: General Discussion
- Topic: Old Variable?
- Replies: 3
- Views: 1270
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...
- Mon Nov 01, 2010 8:54 pm
- Forum: Help: Map Making
- Topic: Textured Bases
- Replies: 4
- Views: 1646
Re: Textured Bases
Wow, I'm dumb for not thinking of that. Thanks Bullet.
~Edit, Thanks, implemented and working
~Edit, Thanks, implemented and working
- Sun Oct 31, 2010 6:20 pm
- Forum: Help: Map Making
- Topic: Textured Bases
- Replies: 4
- Views: 1646
Re: Textured Bases
Thanks Blast
- Sun Oct 31, 2010 3:08 pm
- Forum: Help: Map Making
- Topic: Textured Bases
- Replies: 4
- Views: 1646
Textured Bases
Is it possible to texture team bases, other than the color it comes with?
- Sat Oct 30, 2010 1:52 am
- Forum: Help: Map Making
- Topic: Meshes
- Replies: 13
- Views: 3434
Re: Meshes
Perfect, my object is only 1 material XDOptic 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.
- Sat Oct 30, 2010 1:14 am
- Forum: Help: Map Making
- Topic: Meshes
- Replies: 13
- Views: 3434
Re: Meshes
Okay, thanks. This makes it much easier to materialize my object.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.
- Sat Oct 30, 2010 12:34 am
- Forum: Help: Map Making
- Topic: Meshes
- Replies: 13
- Views: 3434
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*'
- Fri Oct 29, 2010 8:35 pm
- Forum: Help: Map Making
- Topic: Meshes
- Replies: 13
- Views: 3434
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.
BTW I got it to move where I wanted it too.
- Fri Oct 29, 2010 10:40 am
- Forum: Help: Map Making
- Topic: Meshes
- Replies: 13
- Views: 3434
Re: Meshes
I did do that, I figured it would be easier.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.
Do I put -dddd in the config, what does that do?
- Fri Oct 29, 2010 1:12 am
- Forum: Help: Map Making
- Topic: Meshes
- Replies: 13
- Views: 3434
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.
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.
- Fri Oct 29, 2010 12:47 am
- Forum: Help: Map Making
- Topic: Meshes
- Replies: 13
- Views: 3434
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...
- Sun Oct 24, 2010 1:10 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: NVIDIA
- Replies: 6
- Views: 2149
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.
- Fri Oct 22, 2010 7:21 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: NVIDIA
- Replies: 6
- Views: 2149
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...
- Thu Oct 21, 2010 7:16 pm
- Forum: Help: Map Making
- Topic: GMs
- Replies: 9
- Views: 2912
Re: GMs
Okay
- Wed Oct 20, 2010 6:40 pm
- Forum: Help: Map Making
- Topic: GMs
- Replies: 9
- Views: 2912
Re: GMs
Why would I set the shot range lower?mrapple wrote:Set _reloadTime higher
Set _gmAdLife higher
Set _shotRange lower