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Messages - Jaydee99

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1361
Existing Games / Re: I'm working on RA3 - progress thread
« on: November 10, 2014, 04:21:05 PM »
Glad to see that walkerbots will finally get the attention they deserve in this totally real beta of RA3
the sad thing is i dont think jaydee got the sarcasm

jaydee
There's your answer.
Knew this was a fake.

1362
Existing Games / Re: I'm working on RA3 - progress thread
« on: November 10, 2014, 02:06:43 AM »
Don't think it looks like Robot Arena but good luck anyway :)

1363
Modifications / Re: Robot Wars RA2 - OFFICIAL MOD
« on: November 04, 2014, 02:58:59 AM »
RIP-OFF! One of my all time favourite FWs!

1364
Discussion / Re: Operation: Resurect Mortis!
« on: November 02, 2014, 02:39:26 AM »
As far as I can remember, someone uploaded an image of Mortis' shell, alongside Lightning, Matilda's and Cassius' shells because they were hidden components in Wham's AI pack.
Happened with me too.

1365
Modifications / Re: Robot Wars RA2 - OFFICIAL MOD
« on: November 02, 2014, 02:20:43 AM »
I can't view these images. When I open it in a new window it stays on photobucket for about 5 seconds then goes to some horrible porn site for no reason. This is on my phone though.

1366
Modifications / Re: Robot Wars RA2 - OFFICIAL MOD
« on: October 30, 2014, 09:01:40 AM »
Dat flipper

1367
Off-Topic Discussion / Re: robot wars high school fanfiction
« on: October 29, 2014, 06:19:21 PM »
dunno what dubs is but if he destroyed the mlp thread hes tentatively positive for this old grandpa
well i racked up 100 posts in the thread in a few days and got mnb banned for a month so theres that. carrot helped too
Who's carrot?
Could we get back to the story. I find it hilarious and want to know who panic attack is going to verse at the prom. Reier, where did you get this idea? You on drugs?

1368
Custom Components Showcase / Re: Pay Tribute With Replicas
« on: October 29, 2014, 01:05:11 PM »
29446595405400/10 - IGN

Looks good, mate.

1369
Ok coll that makes sense, sometimes I can't figure out what you actually want to do.  You just have to find the burst in the styles menu an make a new copy of it in the main components folder.  Since youre not changing the skin you don't need to make a new gmf file.
Haha, sometimes I can't figure out what I want.

Lemonism has done it for me then gave a step by step guide on how he did it (If someone could do that for BFE I'd be grateful :bigsmile: )
I did want to change the skin because the orange one looks awful and screws the beta motors up. I'll showcase some of my replicas now on the replica thread so brace yourself guys!

1370
Why would you want to do that?  It's not much more convenient than using the dropdown menu.
I want to separate it so it is different to the normal ironforge one. I want to give it a different burst value and a different name and description.
It makes sense to me. Maybe no one else, but it does to me.

1371
Okay, can you give me a step by step of what you've done?
From what I can tell you've made a new folder, renamed the map files, and that's it. Is that right?
Basically. I'm off my computer for the rest of the night. Could you tell more via a PM conversation if you don't mind?

1372
https://gametechmods.com/uploads/files/3217WhatI'veDoneSoFar.zip

This is what I've done (reminds me of that Linkin Park song) so far.
How would I make it into a component? Don't quite understand the BettleBros webpage.

This is quite different to the previous question asked. I want to take this out of a drop down menu.

1373
General Support / How do I separate a component from a drop down menu?
« on: October 28, 2014, 05:14:02 PM »
The one I'd like is the Beta motor from the Ironforge pack into a separate component.
How do I do this, considering compiling it and giving it its own slot?
Please help, Jaydee99 (up yours Helloface and HurricaneAndrew)

1374
General Support / Re: Spinner AI Query
« on: October 28, 2014, 05:08:29 PM »
I put the control for the spinner as a toggle. Never stops for me. However, Sonny may be right.

1375
General Support / Re: How do I make a duplicate of a component?
« on: October 28, 2014, 01:58:41 PM »
Have you read the component making tutorial on the beetlebros website? That covers everything here and more.
Nope, could you send a link to the page please?
Doesn't matter, got it.

I'll also need this, won't I:
https://gametechmods.com/forums/index.php?page=page1752
And this:
http://beetlebros.gametechmods.com/modding.htm

1376
General Support / How do I make a duplicate of a component?
« on: October 28, 2014, 11:44:58 AM »
Please read.
I'm leaving BFE alone for now, as I need to know this.
As Alphasim did, I'd like to create duplicates of components but do the following with the component:
-Give it a reskin (which I know how to do)
-Give it a new name
-If it's a motor, give it a new value (which I'm familiar with)
-If it's a weapon, change its damage capability and hitpoints
-Give it a new slot in the components section in the bot lab

For Example, Alphasim took the Beta Spring Loaded Motor and turned it into a separate component with a separate slot and burst capacity and speed, but kept it the same shape. As shown here (forget about the ironforge skin glitch):

So, how do I do it?
Please help, Jaydee99

Also, how would I make a copy of a component but keeping the name and give it another slot? If you understand.

 Please give me some useful advice, Jaydee99



1377
General Support / Re: How do I bfe the chassis of a bot?
« on: October 27, 2014, 06:57:37 PM »
Edited the third post. Please read though it.

Also, I said not to post that.
I don't understand it.

1378
General Support / Re: How do I bfe the chassis of a bot?
« on: October 27, 2014, 06:49:18 PM »
newer, inexperienced members of GTM.
Still you.

Just so you know, BFE-ing the chassis won't work because you need three layers of points for it to work, RA2 only gives you two. You need 18 nodes for Ewe 2, and putting 9 on each layer then changing their coordinates won't work as the chassis will be horribly distorted.

As for moving components that's pretty straightforward. I'll put that in another post though.
"still you"
I know

I don't understand this part. Please dumb it down.
Don't post a picture of 123savethewhales's theory because I don't understand it at all.

Well that's a shame as that's the best theory around if you take just some time to understand it.
I don't see why you can't knuckle down and learn it, it'll be a lot more effective in the long run than learning things bot by bot.
Find that theory you speak about, and try something like Robot the Bruce as Sonny says.
A prerequisite though, make sure you're decent with 3D co-ordinates. I don't know when they do that in schools these days but if you can't grasp 3D co-ordinates it's going to be a long, hard slog of trial-and-error for you for even the simplest jobs.

I mildly apologize if this came across harshly but picking something actually impossible as KW notes and actually asking people to do it for you, and then TEACH you how to do it, is insane. Teaching it to yourself will have better benefits tenfold - but do you want to actually put the work in? People can teach you what things mean, and then you can try it for yourself. If you mess up, you get your backed-up copy of the bot and try again. It works in the long run and you'll be so much better off for it.

I've tried to bfe but it didn't work. Not once, twice, countless times. Then, the game crashed on another robot I tried. I know teaching myself has a lot of benefits but on this occasion, it's no good. I've tried learning 123's theory and didn't understand any of it.

Please, if someone could tell me where to change the code and what to change it to I'd be very grateful.

1379
General Support / Re: How do I bfe the chassis of a bot?
« on: October 27, 2014, 06:33:01 PM »
Ewe 2 is a bit too complex to BFE - you've got cutoff wedge shapes going in too many different directions at once.  I'd start with something simpler like Robot the Bruce if it's your first time BFE'ing
Ok, I'll do this tomorrow as it's late over here. Glad it's RtB as it's on my to-do list.

1380
General Support / How do I bfe the chassis of a bot?
« on: October 27, 2014, 06:25:04 PM »
I've been trying to make a replica of Ewe 2:


Please, download the zip. file provided, BFE it and post it here with Before and After pictures of what you changed in the bot. file outside the game here and what to. I need to know this for future replica making. Please, describe in words how much coding changes the file in what ways.
IE, BFE for making a burst 180 degrees:
The second number of the code where it says Burst Motor you may need to change to 2.8 to get and extended swing or 3.4 from going beyond a 180 swing (provide pictures of before and after editing)
Please, give dumbed down advice like I've just given for 180 degree arcs.

Here's the robot:
https://gametechmods.com/uploads/files/4831EWE2.zip
A lot of robots on my list to make need bfe to make it accurate so please help. Don't post a picture of 123savethewhales's theory because I don't understand it at all. I need to know what to change, what editing affects the bot in what ways and where editing affects it. Please help, this isn't just for my benefit but for newer, inexperienced members of GTM. I'd also like to know how to move components outside the game if anyone knows how.
I know I'm being a pain with this, I'd be happy if someone were to do the chassis alone but please tell me how you did it step by step and what parts you changed and what to (and what changes what to how much the chassis is edited).
Thanks in advance if you help and please no trolling as this advice won't just be for me only on this forum, Jaydee99.

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