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Messages - Serge

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1761
Off-Topic Discussion / Your favorite foreign bands?
« on: August 29, 2009, 02:02:48 PM »
Quote from: kill343gs;62555
Its actually mostly power chords which is even worse.


Yep.

Code: [Select]
Main Riff:
   G#5  C#5  F#5  C#5 G#5 F#5
e|----------------------------------|
B|----------------------------------|
G|------6---------6-----------------|
D|-6----6----4----6---6---4---------|
A|-6----4----4----4---6---4---------|
E|-4---------2--------4---2---------|

   G#5  C#5  F#5  C#5 G#5
e|------------------------0---------|
B|------------------------0---------|
G|------6---------6-------0---------|
D|-6----6----4----6---6-------------|
A|-6----4----4----4---6-------------|
E|-4---------2--------4-------------|

1762
Off-Topic Discussion / Your favorite foreign bands?
« on: August 29, 2009, 01:12:16 PM »
Hm. Non-US bands?
Pink Floyd, Air, The Fratellis, Cool Kids Of Death, Locomotiv GT (**** yeah hungarian rock). can't think of many more right now.

Oh. And **** Green Day. YEAH WE KNOW HOW TO PLAY 4 CHORDS ON A  GUITAR WITH MASSIVE DISTORTION.

1763
General Support / Battery Stacking Help
« on: August 13, 2009, 10:27:27 AM »
BFE:

1764
Off-Topic Discussion / Video converter
« on: August 12, 2009, 03:38:19 PM »
Use VirtualDub combined with various codecs.

1765
Other Tutorials / GMF ('How-to' mods and notes)
« on: August 12, 2009, 03:30:32 PM »
I am willing to help anyone with GMF files. I daresay I know everything about them (including PointToPoint and AngularDashPot constraints, and some other weird sh**.)

1766
Chatterbox / Welcome Thread!
« on: August 11, 2009, 06:04:12 AM »
Quote from: frezal;58727
http://en.wikipedia.org/wiki/English_grammar



ALL HAIL THE GRAMMAR NAZI

1767
Chatterbox / A worrld of retArdednes
« on: August 09, 2009, 06:42:28 PM »
*insightful and clever comment about the suckiness of today's world and a discreet inside joke coupled with praising DuckRA2*

1768
Creativity Showcase / LRA2's lego ra2 projects.
« on: August 06, 2009, 07:02:00 AM »
Quote from: Pwnator;57991
Wow. VB at 8. I only managed to learn pseudocode at that age. Then I fell in love with C++ at 10. XD

Oh well, how are the projects going, LRA2?


Nice. I switched to C then C++ a year later if I recall well.

1769
Creativity Showcase / LRA2's lego ra2 projects.
« on: August 06, 2009, 06:54:07 AM »
When I was eight I programmed a relational database system and storage engine with it's own data retrieving language (which I later saw was very like SQL), all in Visual Basic 6.0.

1770
Custom Components Showcase / Wham's Custom Components
« on: August 06, 2009, 04:45:29 AM »
Email me the GMF file, I'll try to see what's wrong.
serge@q3k.org

1771
Custom Components Showcase / Wham's Custom Components
« on: August 06, 2009, 03:16:54 AM »
Quote from: WhamettNuht;57955
Yeah, im already using them, i tried with the compiler a little while ago, but it said closing bracket expected but found *MESH_VERTEX instead


That means you added vertices but forgot to increase *MESH_NUMVERTEX.

1772
Custom Components Showcase / Wham's Custom Components
« on: August 06, 2009, 03:02:50 AM »
Try to use mine next time, it will give you more descriptive and useful error messages in case your GMF file is messed up.

Decompiler: http://gmftoolkit.googlecode.com/files/GMFDec-0.15.zip
Compiler: http://gmftoolkit.googlecode.com/files/GMFComp-0.14.zip

(I have to fix the decompiler crapping out when decompiling CVERTs on multimaterial geomobjects, but you don't use that in simple components.)

1773
Off-Topic Discussion / boot camp
« on: August 06, 2009, 03:00:11 AM »
Quote from: HX_;57942
That's because vista sucks.


I know, but it just amazes me a OS that was never meant to run on a PC runs better than those specially designed for them (I get very smooth 3d accelereation and desktop composition).

1774
Discussion / bot file editing
« on: August 06, 2009, 02:40:03 AM »
1) Open up your .bot file with Notepad++
2) Read the awesome documentation Martijn Pieters did on .bot files here:
http://pyra2.cvs.sourceforge.net/viewvc/pyra2/PyRA2/docs/Bot%20file%20format%20analysis.txt?revision=1.6&view=markup

3) Think, mess around, try new stuff, etc.
4) ????
5) PROFIT

1775
Custom Components Showcase / Serge's Custom Components
« on: August 05, 2009, 06:16:56 PM »

There, I fixed it.

Download: http://q3k.org/serge_wmotor.zip

1776
Custom Components Showcase / Serge's Custom Components
« 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.

1777
Custom Components Showcase / Serge's Custom Components
« on: August 05, 2009, 04:58:05 PM »

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.

1778
Custom Components Showcase / Wham's Custom Components
« on: August 05, 2009, 02:13:47 PM »
Quote from: WhamettNuht;57820
Ohh yeah forgot to do that :)
Ok, thanks for clearing that up for me, i hope to get back to you with a new component soon :D
EDIT: Ok, now i need some more help :/
I've added my vertex's and my face's, but i still cant compile the component, so something must still be missing.
I know theres some more values in there, so do i need to add any more to these and what do they represent:
*MESH_TVERT
*MESH_TFACE
*MESH_FACENORMAL
*MESH_VERTEXNORMAL
And if theres anything else i need to add them can you please tell me?
Thanks


AFAIK TVERTs and TFACES are unnecessary, they are for textures.

As for the FACENORMALs and VERTEXNORMALs, they represent a face and vertice's normal vector - the vector along which a face is visible. Try copypasting those from similar facing faces in your object, just replace the reference to face and vertex numbers with those you just added.
Oh, and what compiler are you using?

1779
Custom Components Showcase / Wham's Custom Components
« on: August 05, 2009, 12:56:07 PM »
Quote from: WhamettNuht;57818
Ok,thanks for that.
So, say if i wanted to create a square face, i would have to have like:

*MESH_FACE 0 A:   0 B:   2   C:   3 *MESH_MTLID 0
*MESH_FACE 0 A:   3 B:   1   C:   0 *MESH_MTLID 0
So that 2 triangle make the square?


Just increment the index.
Code: [Select]
*MESH_FACE 0 A:   0 B:   2 C:   3 *MESH_MTLID 0
*MESH_FACE 1 A:   3 B:   1 C:   0 *MESH_MTLID 0

1780
Custom Components Showcase / Wham's Custom Components
« on: August 05, 2009, 12:52:00 PM »
Quote from: WhamettNuht;57815
IDK, does it matter?
Plus you cant really expect anything fancy off of me, unlike most of you lot i dont have Photoshop, just MS Paint and Paint.NET

*MESH_FACE has the following syntax, if I recall well:

*MESH_FACE faceNumber A:vertex1 B:vertex2 C:vertex3 *MESH_MTLID mtlid

faceNumber is an index, vertex1-vertex3 are the vertices the face is made of, mtlid is when you have a multi/subobjects material, keep it at 0.

Remember to add a *MESH_FACENORMAL and three *MESH_VERTEXNORMALs.

You can save MSPaint images as jpg's or png's. And yes, it really takes a sh**load of time to load them on my connection. I think it was well over 30 seconds.

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