Author Topic: Whams Mods Thread  (Read 11116 times)

Offline JoeBlo

Re: Whams Arena Thread
« Reply #60 on: October 27, 2010, 10:59:17 PM »
that would be Serges new one

did you actually try what I said though ? sometimes Dummy/ FB's makes its mistakes in the decompile and cannot recompile because of it, so you have Serges do it then recompile with Dummy/FB I use this combo quite frequently myself

Offline Serge

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Re: Whams Arena Thread
« Reply #61 on: October 28, 2010, 12:47:48 AM »
Man why cant there be just 1 compiler and decompiler that works? lol :P

Maybe there would be, if someone actually paid me for all the coding I do in my free time.
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Offline JoeBlo

Re: Whams Arena Thread
« Reply #62 on: October 28, 2010, 12:51:52 AM »
if I do, do I get the compiler to myself ? if not everyone can chip in :P

Offline WhamettNuht

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Re: Whams Arena Thread
« Reply #63 on: October 28, 2010, 05:18:14 AM »
Id chip lol :P
And yes i did try decomp with serges then recomp with Dummys/FBs, but some reason whenever i use Dummys/FBs to compile on the ra2 tourney arena the screen goes blank when i load it then the audience start cheering lol :P
EDIT: While im at it, anyone know whats wrong with my lego wheel? (wont move robots along)
https://gametechmods.com/uploads/files/legowheel.rar
Could it be to do with the very small traction size or summin? :S
« Last Edit: October 28, 2010, 06:45:04 AM by WhamettNuht »
Damn I should probably put something fancy in this bit huh?

Offline JoeBlo

Re: Whams Arena Thread
« Reply #64 on: October 28, 2010, 11:25:44 AM »
did you use serges compiler? and did you mod an existing wheel?

Offline WhamettNuht

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Re: Whams Arena Thread
« Reply #65 on: October 28, 2010, 01:40:23 PM »
I do belive i used serges (i know 1 compiler i use doesnt work on wheels)
And I edited the stock Night Go Kart Wheel.
Damn I should probably put something fancy in this bit huh?

Offline Serge

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Re: Whams Arena Thread
« Reply #66 on: October 28, 2010, 02:03:04 PM »
Id chip lol :P
And yes i did try decomp with serges then recomp with Dummys/FBs, but some reason whenever i use Dummys/FBs to compile on the ra2 tourney arena the screen goes blank when i load it then the audience start cheering lol :P
EDIT: While im at it, anyone know whats wrong with my lego wheel? (wont move robots along)
https://gametechmods.com/uploads/files/legowheel.rar
Could it be to do with the very small traction size or summin? :S

Your traction mesh may be messed up. Did you modify it somehow?
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Offline WhamettNuht

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Re: Whams Arena Thread
« Reply #67 on: October 28, 2010, 04:34:54 PM »
Reduced the size by half like the rest of the object lol :P
Damn I should probably put something fancy in this bit huh?

Offline Clickbeetle

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Re: Whams Arena Thread
« Reply #68 on: October 30, 2010, 08:34:56 PM »
You've got a bit of a conundrum with this arena here.  Dummy/FB's compiler can't compile node parents.  But Serge's compiler can't compile lights.  And this arena has both.


You do have the most recent version of Serge's compiler, right?  Because I thought he fixed the light problem.  Or maybe that's in his still unreleased version with the RA1 conversion and stuff.


For now your best bet is probably to get rid of the node parents.  I don't think this arena really needs them.  To do that, just find whereever it says "*NODE_PARENT arena_display" at the top of each object and delete that line.  Then add that object into the RBCollection.  You should be able to just copy and paste this:


Code: [Select]

         *GMID_HAVOK_RIGIDBODY
         {
            *NODE_NAME   insert_name_here
            *MASS   0
            *ELASTICITY   0.3
            *FRICTION   0.6
            *OPTIMIZATION_LEVEL   0.5
            *UNYIELDING   0
            *SIMULATION_GEOMETRY   5
            *GEOMETRY_PROXY_NAME   (null)
            *USE_DISPLAY_PROXY   0
            *DISABLE_COLLISIONS   0
            *INACTIVE   0
            *DISPLAY_PROXY_NAME   (null)
            *NODE_TM
            {
               *NODE_NAME   insert_name_here
               *TM_ROW0 1   0   0
               *TM_ROW1 0   1   0
               *TM_ROW2 0   0   1
               *TM_ROW3 0   0   0
            }
            *HAVOK_GEO_TYPE   Standard
            *NUMBER_OF_CHILDREN   0
         }

and then increase the COUNT appropriately (be careful, it appears twice and you have to change both).

Also, USE_FAR_ATTENUATION on the light should be 1, not 292530944, and all instances of the number 16777215 should be replaced with 0.

To lack feeling is to be dead, but to act on every feeling is to be a child.
-Brandon Sanderson, The Way of Kings

Offline WhamettNuht

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Re: Whams Mods Thread
« Reply #69 on: October 31, 2010, 01:45:04 PM »
Thanks click, that gave the arena a major boost :)
Now i finally know what to do when modding this certain arena :)
Good news, the lights are back, bad news, the arena floor, inner and outer walls and pillars no longer show up.
Here is the new version:
https://gametechmods.com/uploads/files/tourneyaw.rar
And, since i changed the thread name to Whams Mods thread, i thought i'd give everyone a little thank you gift for helping my out with this arena :)
I give you: The S-Tek Micro Brushless Motor :)
https://gametechmods.com/uploads/files/stek.rar
Its basically a small HP Z-Tek motor that you can now use for your AWs :)
Hope you all enjoy ^_^
-Wham
Damn I should probably put something fancy in this bit huh?

Offline JoeBlo

Re: Whams Mods Thread
« Reply #70 on: October 31, 2010, 07:36:21 PM »
Haha, you beat me to it, I was going to make one for backlash. Nice job, will check out later.

Offline WhamettNuht

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Re: Whams Mods Thread
« Reply #71 on: November 01, 2010, 02:56:16 PM »
Lol, thanks Joe :)
Im quite proud of it tbh lol :P
Hopefully it should all be going towards a little mod i may be working on ;)
Damn I should probably put something fancy in this bit huh?

Offline Somebody

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Re: Whams Mods Thread
« Reply #72 on: November 01, 2010, 08:40:15 PM »
I love the S-Tek
I built that big robot on that TV show that time


Offline Clickbeetle

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Re: Whams Mods Thread
« Reply #73 on: November 06, 2010, 09:32:52 PM »
bad news, the arena floor, inner and outer walls and pillars no longer show up.


I have to admit that I'm stumped.  Everything looks like it should.  You even copied the TM_ROWs of the objects into the RBCollection, which I forgot to tell you to do.


The only thing I can think of is to get rid of the arena_display object--change the arena_collision RBCollection so it looks like this


Code: [Select]

         *GMID_HAVOK_RIGIDBODY
         {
            *NODE_NAME   arena_collision
            *MASS   0
            *ELASTICITY   0.3
            *FRICTION   0.6
            *OPTIMIZATION_LEVEL   0.5
            *UNYIELDING   0
            *SIMULATION_GEOMETRY   5
            *GEOMETRY_PROXY_NAME   (null)
            *USE_DISPLAY_PROXY   0
            *DISABLE_COLLISIONS   0
            *INACTIVE   0
            *DISPLAY_PROXY_NAME   (null)
            *NODE_TM
            {
               *NODE_NAME   arena_collision
               *TM_ROW0 1   0   0
               *TM_ROW1 0   1   0
               *TM_ROW2 0   0   1
               *TM_ROW3 -1.520575E-05   2.517098E-12   1.43092E-05
            }
            *HAVOK_GEO_TYPE   Standard
            *NUMBER_OF_CHILDREN   0
         }

and then delete the object at the top of the file (reducing the object count by 1 afterwards).

Then go through the materials and change all the *MATERIAL_FALLOFF "Other" to "In".  I've had the game crash because of that before... but never objects that don't appear.

If none of that works, try messing with the simulation geometry in the RBCollection.  5 should work, but I know that if you get the simulation geometry wrong, the objects won't appear, which is consistent with your problem.  A quick explanation of simgeo numbers:

2, 3, 5, and 6 are the ones you usually see.  I'm not sure what (if anything) 0, 1, and 4 are used for.

2 is for objects with no concavities and no collision mesh.  If there are concavities, they will get filled in with invisible collision (it is invisible even with F12).

3 is for objects with no concavities and with collision mesh.  Same deal with the concavities, but it only applies to the collision mesh, not the display mesh.

5 is for objects with concavities and no collision mesh.  Concavities are not filled in with invisible collision.

6, as you have probably guessed by now, is for objects with concavities and collision mesh.

And another thing, switching between simgeo 2 and 5 can fix issues with bots' controls getting reversed.  I don't remember the exact conditions under which controls are reversed, but usually if they get reversed, switching the simgeo can fix it.

Edit: OH WAIT I just thought of something.  Just delete arena_collision entirely... you don't need it since you are already putting all that stuff that used to be part of arena_display into the RBCollection as collidable objects.

To lack feeling is to be dead, but to act on every feeling is to be a child.
-Brandon Sanderson, The Way of Kings

Offline WhamettNuht

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Re: Whams Mods Thread
« Reply #74 on: November 08, 2010, 01:22:55 PM »
Sorry to say but none of that seems to work :(
Well i guess that may be it unless there is any other methods :/
Guess i could try making another arena to get better but meh lol :P
Damn I should probably put something fancy in this bit huh?

Offline GroudonRobotWars

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Re: Whams Mods Thread
« Reply #75 on: November 08, 2010, 01:43:24 PM »
I meant to ask what happened to this arena
Ok, thought i might aswell.
Heres my latest:
(Image removed from quote.)
The brand new AW arena, specifically made for AW and BW pushers, rammer and flippers.
Theres still some work to do on it, one thing to do is to make it so that when this happens:
(Image removed from quote.)
(Go Little Patience, lol :P)
Rather than have the robot be counted out, have it be eliminated straight away.
And since this will be the AW arena for WR, i'll be adding a couple of hazards to the mix.
In 2 of the corners, i'll be having some flamers, and in the other 2 i might add some saws.
Any comments?
« Last Edit: November 08, 2010, 05:12:50 PM by GroudonRobotWars »

Offline Serge

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Re: Whams Mods Thread
« Reply #76 on: November 08, 2010, 02:19:27 PM »
WHY THE HELL WOULD YOU UPLOAD BMP'S, YOU BLOODY IDIOT?
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Offline GroudonRobotWars

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Re: Whams Mods Thread
« Reply #77 on: November 08, 2010, 02:47:57 PM »
WHY THE HELL WOULD YOU UPLOAD BMP'S, YOU BLOODY IDIOT?
Hey it was Wham's picture. Not mine.

Offline Serge

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Re: Whams Mods Thread
« Reply #78 on: November 08, 2010, 02:51:56 PM »
Hence why I'm yelling at Wham and not you.

Seriously! How have you not learned by now that BMPs are not made to be uploaded anywhere?!
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Offline WhamettNuht

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Re: Whams Mods Thread
« Reply #79 on: November 10, 2010, 02:13:30 AM »
Lol sorry :P
Promise thats the last of my bmps  :rolleyes:
Anyway, to answer GRWs question, i still have the arena, just havent been able to add the elimination zones or the hazards lol :P
Plus i would probably like to shrink it down a bit, as it is a bit too big.
Damn I should probably put something fancy in this bit huh?