gametechmods

Robot Arena => Showcases => Custom Components Showcase => Topic started by: Serge on August 04, 2009, 06:24:11 AM

Title: Serge's Custom Components
Post by: Serge on August 04, 2009, 06:24:11 AM
So yeah, yesterday evening I tried to create a simple motor, but I failed miserably.

Here's how it looks in 3dsmax:
(http://imgur.com/r17wo.jpg)
(I'm really rusty at modeling, I need to work on that to make my stuff less ugly)

Here's how it turned out in RA2. The normals are all ****ed up, and I couldn't be arsed to map the component, since it would still look like crap. I'd probably have to redo the model from scratch.
(http://imgur.com/VaFHS.png)

I take requests. Let me know if you have any ideas for components, I will make them.
Title: Serge's Custom Components
Post by: JoeBlo on August 04, 2009, 06:48:02 AM
that looks pretty cool shame it didnt work out.. I found the name/description amusing lol
Title: Serge's Custom Components
Post by: Madiaba on August 04, 2009, 06:50:46 AM
Looks nice, Serge.  Does it have another AP on the back side?  Cool name.  I'd like to look at it if I may, then I could give better input...
Title: Serge's Custom Components
Post by: Condor33 on August 04, 2009, 07:02:17 AM
Are all the normals right in the model? Sometimes you get faces with two normals going both ways...
Title: Serge's Custom Components
Post by: Serge on August 04, 2009, 07:10:26 AM
Quote from: Madiaba;57324
Looks nice, Serge.  Does it have another AP on the back side?  Cool name.  I'd like to look at it if I may, then I could give better input...


I'll add one in the back and upload it in a couple of minutes.

Quote from: Condor33;57330
Are all the normals right in the model? Sometimes you get faces with two normals going both ways...


The normals are a mess: http://imgur.com/cyEJg.jpg
Title: Serge's Custom Components
Post by: Madiaba on August 04, 2009, 07:31:24 AM
Quote from: Serge;57333
I'll add one (Attachment Point) in the back and upload it in a couple of minutes.
Or I'll add one, NP.
 
 
Thought: Sometimes I think we should mod the APs of motors to have all/more of the options for attaching: "Attach = Base_M, Base_F, Generic_M, Generic_F, Axle_M, Axle_F". Then the motor could be used as a mount also, which I've see done sometimes in real bots.
Title: Serge's Custom Components
Post by: Serge on August 04, 2009, 07:33:52 AM
Right now I've only made them Base_F and Generic_F.

http://www.q3k.org/serge_wmotor.zip
Title: Serge's Custom Components
Post by: Madiaba on August 04, 2009, 07:43:26 AM
NP, on the AP options.  I'll get back in a couple days.  Just too busy these days.
 
Czesc.
Title: Serge's Custom Components
Post by: Madiaba on August 04, 2009, 12:50:24 PM
No BMPs. So here's a rough suggestion for color only in the gmf:
(https://gametechmods.com/uploads/images/52551Clipboard01.jpg)
 
Serge: Got wav?
.
Title: Serge's Custom Components
Post by: DuckRA2 on August 04, 2009, 12:55:33 PM
Quote from: Madiaba;57491
No BMPs. So here's a rough suggestion for color only in the gmf:
(https://gametechmods.com/uploads/images/52551Clipboard01.jpg)
 
Serge: Got wav?
.


That does look pretty good, maybe reduce how shiney it is
Title: Serge's Custom Components
Post by: Madiaba on August 04, 2009, 12:56:28 PM
Ok, thanks. It will look better with a map and detailed skins..
Title: Serge's Custom Components
Post by: Serge on August 04, 2009, 03:01:28 PM
Quote from: Madiaba;57491
No BMPs. So here's a rough suggestion for color only in the gmf:
(https://gametechmods.com/uploads/images/52551Clipboard01.jpg)
 
Serge: Got wav?
.


The normals are still messed up :(. I have the tverts sorted out, and have created a texture for the body of the motor, but with all the noise due to normals it doesn't look really well. I'll give you more info when I get back to my main computer.
Title: Serge's Custom Components
Post by: infiniteinertia on August 05, 2009, 02:06:57 PM
*DSL Brushless Motors*
Title: Serge's Custom Components
Post by: Serge on August 05, 2009, 04:58:05 PM
(http://imgur.com/PQfZr.jpg)
A hacked RC servo for your antweights!

This tiem tried it with a simpler model (but it's still ugly!). I'm finishing it off and exporting it to RA2.
Title: Serge's Custom Components
Post by: russian roulette on August 05, 2009, 05:05:14 PM
Beautiful! Simply beautiful!
Title: Serge's Custom Components
Post by: Madiaba on August 05, 2009, 05:27:46 PM
You're too hard on yourself Serge... Looks great to me too.
Don't have a reference for size, but looks clean.
 
On your motor, did you get the normals normal yet?
 
I like that name, Inf.
.
Title: Serge's Custom Components
Post by: Serge on August 05, 2009, 06:00:09 PM
Here it is, if anyone wants to give it a shot. I'd be glad if anyone balances it out in terms of specs and weight.
http://www.q3k.org/serge_servo.zip

Mad: I'm working on it.
Title: Serge's Custom Components
Post by: Condor33 on August 05, 2009, 06:04:09 PM
"Over 9000 RPM 'n' sh*t"

LoL.
Title: Serge's Custom Components
Post by: Serge on August 05, 2009, 06:16:56 PM
(http://imgur.com/wuEbF.jpg)
There, I fixed it.

Download: http://q3k.org/serge_wmotor.zip
Title: Serge's Custom Components
Post by: TriTon on August 06, 2009, 01:41:00 AM
The "crappy" motor is heck of fast, i took out Mako in 3 shots, i mean, just pure pwnage.
Title: Serge's Custom Components
Post by: Somebody on August 06, 2009, 07:42:35 AM
If you mean 3 chassis hits, that aint very good. It has 1mm Plastic.
Title: Serge's Custom Components
Post by: TriTon on August 06, 2009, 02:36:09 PM
New problem with the motor. I can't attach connectors to it, DSL bars, i cant put anything on it.
Title: Re: Serge's Custom Components
Post by: JoeBlo on January 19, 2010, 06:26:43 AM
Serge do you mind if I use the GMF for that motor for my new version of RA2 called "Backlash"

https://gametechmods.com/forums/index.php/topic,2628.0.html

full credit will be issued within the games credits of coarse  :mrgreen:

let me know.
Title: Re: Serge's Custom Components
Post by: Serge on January 19, 2010, 08:58:36 AM
Of course I don't mind!
If you provide me with blueprints I can even model some more stuff for you.
Title: Re: Serge's Custom Components
Post by: JoeBlo on January 19, 2010, 10:12:44 AM
I have a small possible idea, I may pitch to you later  ;)
Title: Re: Serge's Custom Components
Post by: Serge on January 24, 2010, 10:12:44 AM

Let's bring some life back to this topic!

Here's a gas engine JoeBlo requested (left click if you want a bigger image):
(http://imgur.com/Lch0e.jpg) (http://imgur.com/Xl3pj.jpg)


I can provide a download link if anyone wants to check it out.
Title: Re: Serge's Custom Components
Post by: JoeBlo on January 24, 2010, 10:14:51 AM
looks fantastic thanks Serge

as you guys may or may have not guessed its going to be part of Backlash  :mrgreen:
Title: Re: Serge's Custom Components
Post by: Serge on January 24, 2010, 10:16:46 AM
Oi, if anyone has ideas/requests, please let me know, I love to make components and arenas.
Title: Re: Serge's Custom Components
Post by: Squirrel_Monkey on January 24, 2010, 10:21:57 AM
I can provide a download link if anyone wants to check it out.
Yes Please
Title: Re: Serge's Custom Components
Post by: Serge on January 24, 2010, 10:24:50 AM
I can provide a download link if anyone wants to check it out.
Yes Please
http://venema.q3k.org/ra2stuff/gas_engine.zip
Here ye go.
Title: Re: Serge's Custom Components
Post by: Squirrel_Monkey on January 24, 2010, 10:27:35 AM
Thx, could you make an arena than is uber-enlarged so everything is on a microscopic (bacteria) sized scale.
Title: Re: Serge's Custom Components
Post by: Serge on January 24, 2010, 10:30:36 AM
Thx, could you make an arena than is uber-enlarged so everything is on a microscopic (bacteria) sized scale.


There's the Honey, I shrunk the bots! arena in DSL.
Title: Re: Serge's Custom Components
Post by: Squirrel_Monkey on January 24, 2010, 10:34:16 AM
I meant like that but even more zoomed in
Title: Re: Serge's Custom Components
Post by: Madiaba on January 24, 2010, 11:04:55 AM
That motor's beautiful, Serge. With the right power, APs and cool wav file,,, more like awesome :mrgreen:
I'll check it out.
 
I had a couple combat vehicles I and a couple others were working on, in a mod...
Like:
'Tank' body,
'Armored Truck' body,
'Duck' body (6WD), and
'F-117 Stealth Fighter'
 
They would be AP-ed to 'base', and I'd make the chassis invisible (so NP there).
These would be AI-ed into a nasty 'AI Assault Team'.
 
 
Thanks, Serge.
 
 
 
EDIT: Serge, the link is not linked....
Title: Re: Serge's Custom Components
Post by: Naryar on January 24, 2010, 11:05:52 AM
This is *very* cool

So "gas engines" do really work  in RA2 ? (AKA a spin motor than consumes air rather than electricity)
Title: Re: Serge's Custom Components
Post by: JoeBlo on January 24, 2010, 11:19:06 AM
no that system doesn't work

keeping in with realism electric motors cannot reach much more speeds then a duel perm so its for realism purposes, Blendo and Warhead both used gas engines (by gas it means internal combustion not air)

my original plans sent to serge looked like this

https://gametechmods.com/uploads/images/37233gasspinner.PNG (https://gametechmods.com/uploads/images/37233gasspinner.PNG)

by his way of thinking turned out much cooler  :mrgreen:
Title: Re: Serge's Custom Components
Post by: Jack Daniels on January 24, 2010, 11:40:38 AM
no that system doesn't work

keeping in with realism electric motors cannot reach much more speeds then a duel perm so its for realism purposes, Blendo and Warhead both used gas engines (by gas it means internal combustion not air)

my original plans sent to serge looked like this

https://gametechmods.com/uploads/images/37233gasspinner.PNG (https://gametechmods.com/uploads/images/37233gasspinner.PNG)

by his way of thinking turned out much cooler  :mrgreen:

Heh, those look like dark blue NOS bottles... That would be interesting if we could make the motors work on air & create a NOS bottle with values something like: -Lasts only 4 seconds  -Spins the motor at 60bajillion RPM during those 4 seconds.

That would be fun.  I think a NOS bottle would be an awesome custom component though. I am trying to think of something practical to use it with other than the coolness factor... I am failing though.
Title: Re: Serge's Custom Components
Post by: JoeBlo on January 24, 2010, 11:51:23 AM
it could work if only the game wouldn't cap the motor limit at 100amps for drain

but yeah Nos Bottles would be cool if they could work
Title: Re: Serge's Custom Components
Post by: Serge on January 24, 2010, 12:51:13 PM
I am working on an arena:


(http://imgur.com/KckjO.jpg)


I couldn't find any hires crowd textures :(
Title: Re: Serge's Custom Components
Post by: G.K. on January 24, 2010, 12:57:47 PM
It's beautiful.
Title: Re: Serge's Custom Components
Post by: russian roulette on January 24, 2010, 01:02:44 PM
Interesting, any hazards?
Title: Re: Serge's Custom Components
Post by: Serge on January 24, 2010, 01:30:57 PM
No(t yet).
Title: Re: Serge's Custom Components
Post by: Badnik96 on January 24, 2010, 01:32:14 PM
kewl.
Title: Re: Serge's Custom Components
Post by: Jack Daniels on January 24, 2010, 02:39:19 PM

I couldn't find any hires crowd textures :(

How about this one from Photobucket:
http://media.photobucket.com/image/arena%20crowd/mikeshaft/Pic_TIGERSCROWD091.jpg?o=27
Title: Re: Serge's Custom Components
Post by: Madiaba on January 24, 2010, 03:47:53 PM
I am working on an arena:
.............
I couldn't find any hires crowd textures :(
>Hehe, Welcome to RA2.
 
>Great arena, Serge.  Cool work.
(Call if I can help out.)
 

>That might work, JD.  But if you have it too hires, the 'seems' will begin to show up...
Title: Re: Serge's Custom Components
Post by: Serge on January 24, 2010, 04:31:19 PM

I couldn't find any hires crowd textures :(

How about this one from Photobucket:
http://media.photobucket.com/image/arena%20crowd/mikeshaft/Pic_TIGERSCROWD091.jpg?o=27 (http://media.photobucket.com/image/arena%20crowd/mikeshaft/Pic_TIGERSCROWD091.jpg?o=27)
It need to be a picture taken directly from the front :(
Title: Re: Serge's Custom Components
Post by: JoeBlo on January 24, 2010, 06:42:33 PM
thats fantastic work Serge, you really know how to take and idea and make it awesome dont you ?

I will work on finding you a crowd texture for it  ;)

Edit: I had the same trouble trying to find one for my boxing/ wrestling arena
 
Title: Re: Serge's Custom Components
Post by: Serge on January 26, 2010, 12:49:33 PM
Alright, it's done.

(http://imgur.com/oggBY.jpg)
Download (670k zipped) (http://venema.q3k.org/ra2stuff/ringarena.zip)


It's got no hazards, feel free to hack some into the GMF.
Title: Re: Serge's Custom Components
Post by: G.K. on January 26, 2010, 12:55:24 PM
Awesome job Serge
Title: Re: Serge's Custom Components
Post by: Thyrus on January 26, 2010, 01:08:26 PM
I like it. Aggrocat will like it too.
Title: Re: Serge's Custom Components
Post by: Madiaba on January 26, 2010, 06:34:10 PM
Just got home.  Nice, Serge. 
Thanks for the link; I'll check it out in a bit.
Title: Re: Serge's Custom Components
Post by: JoeBlo on January 26, 2010, 09:04:57 PM
thanks a heap serge  ;)

who can guess were this will also end up going? :P

thanks again serge you have been an awesome help towards my future mod.

 
Title: Re: Serge's Custom Components
Post by: Naryar on January 27, 2010, 07:41:07 AM
Cooool !
Title: Re: Serge's Custom Components
Post by: Scrap Daddy on January 27, 2010, 03:10:45 PM
:OOOOOOOOOO

Nice arena Serge
Title: Re: Serge's Custom Components
Post by: Squirrel_Monkey on January 28, 2010, 11:06:43 AM
Hey, can I reskin ur arena and use it in CW tourney? If yes, can the cameras be fixed?
Title: Re: Serge's Custom Components
Post by: JoeBlo on January 28, 2010, 11:10:32 AM
^ I knew that was only a matter of time :P ^

I have already lined it up for the first Backlash Tournament too which was the motive for the plans I sent to Serge  ;)
Title: Re: Serge's Custom Components
Post by: G.K. on January 28, 2010, 11:12:16 AM
I was looking over the py to see if I could fix the orbit cam for SM and found there wasn't one. That is what he is trying to ask you, in case you didn't understand him.
Title: Re: Serge's Custom Components
Post by: JoeBlo on January 28, 2010, 11:14:55 AM
I think you will find the orbit cam is the same for all arenas at the coordinate's of 0, 0, 0 

you can only add watch camera's that follow 1 robot or static (stationary) camera's within the python
Title: Re: Serge's Custom Components
Post by: G.K. on January 28, 2010, 11:37:15 AM
So f10 cam is the answer?
Title: Re: Serge's Custom Components
Post by: Serge on January 28, 2010, 03:36:57 PM
Having way too much fun with alpha channels. If anyone wants the disc as a component for antweights, let me know.

(http://imgur.com/QdYsF.jpg)
Title: Re: Serge's Custom Components
Post by: Reier on January 28, 2010, 03:37:59 PM
iwantthediskasacomponentforantweights
Title: Re: Serge's Custom Components
Post by: Badnik96 on January 28, 2010, 04:06:56 PM
Me too!
Title: Re: Serge's Custom Components
Post by: G.K. on January 28, 2010, 04:08:55 PM
As do I
Title: Re: Serge's Custom Components
Post by: Sparkey98 on January 28, 2010, 05:57:34 PM
Disk please :mrgreen:
Title: Re: Serge's Custom Components
Post by: kill343gs on January 28, 2010, 06:09:11 PM
Thats pretty funny, when I was messing around building a real "bot" once I was using the internals of a walkman cd player with a cd for a blade. Cool stuff, Serge.
Title: Re: Serge's Custom Components
Post by: Sparkey98 on January 28, 2010, 06:32:33 PM
LOL I once built a Hypno disk inspired bot out of a CD case with a cd blade
 
gotta find it in my messy house.............
Title: Re: Serge's Custom Components
Post by: russian roulette on January 29, 2010, 02:40:54 PM
LOL I once built a Hypno disk inspired bot out of a CD case with a cd blade
 
gotta find it in my messy house.............
I WANT TEH DISK! Wait your eleven and own a house?!?!?!?
Title: Re: Serge's Custom Components
Post by: Sparkey98 on January 29, 2010, 03:24:33 PM
my parents mesy house
happeh now?
Title: Re: Serge's Custom Components
Post by: RedSawn on January 29, 2010, 05:35:50 PM
So.. someone tell me why I wasn't keeping an eye on this 'showcase'? Awesome work.
Title: Re: Serge's Custom Components
Post by: Doomkiller on January 29, 2010, 08:05:28 PM
that looks awsome. I want it too :)
Title: Re: Serge's Custom Components
Post by: Serge on January 30, 2010, 11:32:22 AM
(http://imgur.com/9TUv8.png)
Download [260k] (http://venema.q3k.org/ra2stuff/aolcd.zip)
Title: Re: Serge's Custom Components
Post by: Sparkey98 on January 30, 2010, 11:36:21 AM
I extract to c:\program files(86)\infgrames\robotarena2\components right?
 
and is that all I have to do?
Title: Re: Serge's Custom Components
Post by: Serge on January 30, 2010, 11:53:19 AM
I extract to c:\program files(86)\infgrames\robotarena2\components right?
 
and is that all I have to do?
Yes. You should end up with robotarena2\components\aolcd1.txt and robotarena2\components\aolcd\
Title: Re: Serge's Custom Components
Post by: DarkApocalypse on February 13, 2010, 09:06:11 PM
А как ты создаёшm новые компоненты в 3ds Max для RobotArena 2 ?????
что и как ты для этого используешь????
[English: how you create new components in 3ds Max for RobotArena 2????? ]


(https://gametechmods.com/uploads/images/42236end.PNG)
Title: Re: Serge's Custom Components
Post by: somestrangeguy on February 14, 2010, 01:55:57 AM
https://gametechmods.com/RA2wiki/index.php?title=Creating_Components

There you go. Just remember, only 3D Max 4 and 5 work for RA2 because of how old it is.
Title: Re: Serge's Custom Components
Post by: DarkApocalypse on February 14, 2010, 08:38:20 AM
Thanks))) :)









Title: Re: Serge's Custom Components
Post by: DarkApocalypse on March 07, 2010, 02:37:17 PM
So yeah, yesterday evening I tried to create a simple motor, but I failed miserably.

Here's how it looks in 3dsmax:
(http://imgur.com/r17wo.jpg)
(I'm really rusty at modeling, I need to work on that to make my stuff less ugly)

Here's how it turned out in RA2. The normals are all ****ed up, and I couldn't be arsed to map the component, since it would still look like crap. I'd probably have to redo the model from scratch.
(http://imgur.com/VaFHS.png)

I take requests. Let me know if you have any ideas for components, I will make them.


I have two questions:

1) how to make new motors in 3ds max?

2) and how to make new MAPs for New Components maded in 3ds max??

If you have a tutorial it will be the best answer.
Title: Re: Serge's Custom Components
Post by: Jadestone X on May 08, 2010, 02:16:43 PM
Keep up the good work serge, i love you part you should seriously
think about making a series of component packs!
Title: Re: Serge's Custom Components
Post by: G.K. on May 08, 2010, 02:22:59 PM
Serge, if you're up for a challenge, the RW Series 3 Mod might need some very tricky-to-make components. Like a shell for This thing (http://robotwars.wikia.com/wiki/Twn_Trwn)
Title: Re: Serge's Custom Components
Post by: Bubbleman on May 17, 2010, 02:05:24 AM
B-B-B-Bump!

Serge, could you make a tire like thing with some 'spikes' on it, but rubber? Kinda like the shrederator shell, but a tire. i think it will grab robots and fling them into the wall if spun fast enough.
Title: Re: Serge's Custom Components
Post by: Pwnator on May 17, 2010, 02:09:26 AM
Lots of vertices will make the game lag.
Title: Re: Serge's Custom Components
Post by: Serge on May 27, 2010, 10:33:28 AM
(http://imgur.com/iG7d0.png)

Having fun with the RA1 exporting feature of my GMF decompiler.
Title: Re: Serge's Custom Components
Post by: G.K. on May 27, 2010, 10:35:38 AM
I'm missing some .dll for the compiler, but it looks awesome. Keep up the good work.
Title: Re: Serge's Custom Components
Post by: Serge on May 27, 2010, 10:39:18 AM
I'm missing some .dll for the compiler, but it looks awesome. Keep up the good work.

You may need this:
http://www.microsoft.com/downloads/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84&displaylang=en (http://www.microsoft.com/downloads/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84&displaylang=en)
Title: Re: Serge's Custom Components
Post by: JoeBlo on May 27, 2010, 10:41:55 AM
awesome stuff Serge

is there much manual labor like click described for the change over to RA2 or does it do it all for you ?
Title: Re: Serge's Custom Components
Post by: G.K. on May 27, 2010, 10:46:06 AM
Thanks Serge.
Title: Re: Serge's Custom Components
Post by: Serge on May 27, 2010, 10:51:33 AM
Well, the public version I released needs everything scaled down. I am coding a version that as of now, does the following:
1) Scale everything down by 15 (why 300 CB? I have no clue)
2) Swap the Y and Z axes (although it's nto really necessary)
3) Convert GMID_COLLISON_MESHes to GEOMOBJECTs
4) Convert GMID_COLLISION_BOXes to basic GEOMOBJECTs
5) Add a simple GMID_HAVOK_SIMOBJECT and GMID_HAVOK_RBCOLLECTION and fill them
6) Add missing values to TEXTUREs and GEOMOBJECTs
7) Fix GMID_ATTACHMENT_POINTs

Will be releasing it soon.
Title: Re: Serge's Custom Components
Post by: G.K. on May 27, 2010, 11:14:52 AM
Awesome.
Title: Re: Serge's Custom Components
Post by: JoeBlo on May 27, 2010, 11:34:41 AM
yeah what he said ^^ :P
Title: Re: Serge's Custom Components
Post by: Gazea2 on May 27, 2010, 02:12:43 PM
Good work, Serge. :)
Title: Re: Serge's Custom Components
Post by: Madiaba on May 27, 2010, 04:43:12 PM
Saves a lot of work, Serge.  Nice.

Please post and link it when it's ready....

Dziekuje! (sp?)

Title: Re: Serge's Custom Components
Post by: Reier on May 27, 2010, 04:56:38 PM
No other view though...right?
Title: Re: Serge's Custom Components
Post by: Clickbeetle on June 05, 2010, 12:27:42 AM
Well, the public version I released needs everything scaled down. I am coding a version that as of now, does the following:
1) Scale everything down by 15 (why 300 CB? I have no clue)
2) Swap the Y and Z axes (although it's nto really necessary)
3) Convert GMID_COLLISON_MESHes to GEOMOBJECTs
4) Convert GMID_COLLISION_BOXes to basic GEOMOBJECTs
5) Add a simple GMID_HAVOK_SIMOBJECT and GMID_HAVOK_RBCOLLECTION and fill them
6) Add missing values to TEXTUREs and GEOMOBJECTs
7) Fix GMID_ATTACHMENT_POINTs

Will be releasing it soon.


Wow.  So it even does all the converting for you?


 :gawe:


As for the 300 scale value, I was just guessing when I said that, FB did all the dirty work so I didn't know exactly what it was.  Apparently I was off by a bit (though it might be different for arenas.  Also swapping Y and Z is necessary for arenas.)
Title: Re: Serge's Custom Components
Post by: Preytor_4 on June 06, 2010, 10:55:52 AM
Could you make a golden sawblade as a weapon?
Title: Re: Serge's Custom Components
Post by: Naryar on June 06, 2010, 11:16:23 AM
Wham has one... and it's not really difficult if you can skin
Title: Re: Serge's Custom Components
Post by: Preytor_4 on June 06, 2010, 11:33:03 AM
Where is it i can't find it
Title: Re: Serge's Custom Components
Post by: Naryar on June 06, 2010, 11:45:56 AM
It's a tournament prize so you won't probably get it excepted if you're cunning enough.
Title: Re: Serge's Custom Components
Post by: Preytor_4 on June 06, 2010, 12:11:57 PM
What was the tournament
Title: Re: Serge's Custom Components
Post by: Naryar on June 06, 2010, 12:12:57 PM
Wild Robots Live 1.
Title: Re: Serge's Custom Components
Post by: Hercules on February 23, 2012, 08:18:59 PM
Big Bump

Can you make Robot arena 1 components?
Title: Re: Serge's Custom Components
Post by: TeamXtreemer on February 23, 2012, 08:21:05 PM
Big Bump

Can you make Robot arena 1 components?
I wouldn't bump like that in the future.

TX has earned 20% warn for bump whacking
Title: Re: Serge's Custom Components
Post by: GoldenFox93 on February 23, 2012, 08:54:44 PM
Big Bump

Can you make Robot arena 1 components?
I wouldn't bump like that in the future.
If it's actually relevant, I don't think it matters so much. In this case, it is, I'd say.
 
As for the question, theoratically yes to some, but it'd be tricky. Others, like the Sawblades on arms and Harpoons would be next-to-impossible, though.
Title: Re: Serge's Custom Components
Post by: Mr. AS on February 23, 2012, 09:27:09 PM
You can't get RA1 components or arenas to work in RA2.  They're made with an earlier version of 3DSM and saved in a different gmf format that's incompatible.
it's honestly like trying to put a NES cartridge in your N64
Title: Re: Serge's Custom Components
Post by: Trovaner on February 23, 2012, 11:43:26 PM
He has already made his decompiler work for RA1 components so all you need to do is decompile it then recompile it (though it may require a bit of minor things to make it RA2 compatible). After that, all you really need to do is make some text files.
Title: Re: Serge's Custom Components
Post by: Serge on February 24, 2012, 05:58:37 AM
I can convert them from RA1, I have the code for it somewhere. Which components are you interested in?
Title: Re: Serge's Custom Components
Post by: Hercules on February 24, 2012, 08:36:55 AM
Axe, antena, the arms of the saws, the saws and red airtanks