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Messages - Serge
Pages: 1 ... 82 83 84 85 86 87 88 [89] 90 91 92 93 94 95 96 ... 103
1761
« on: August 29, 2009, 02:02:48 PM »
Its actually mostly power chords which is even worse. Yep. 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
« 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
« on: August 13, 2009, 10:27:27 AM »
BFE:
1764
« on: August 12, 2009, 03:38:19 PM »
Use VirtualDub combined with various codecs.
1765
« 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
« on: August 11, 2009, 06:04:12 AM »
1767
« 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
« on: August 06, 2009, 07:02:00 AM »
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
« 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
« 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
« on: August 06, 2009, 03:16:54 AM »
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.
1773
« on: August 06, 2009, 03:00:11 AM »
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).
1775
« on: August 05, 2009, 06:16:56 PM »
1776
« 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.zipMad: I'm working on it.
1777
« 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
« on: August 05, 2009, 02:13:47 PM »
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
« on: August 05, 2009, 12:56:07 PM »
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. *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
« on: August 05, 2009, 12:52:00 PM »
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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