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Messages - Gazea2

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41
Okay.
How about Signups and Videos being timed separately.
Signups for both classes get a 3 Month limit - if this expires without moving forward, the tournament is cancelled and a 1 month ban is incurred, but there is no host score penalty.
Videos have a separate timing, Minor League gets 2 months for videos and Major League gets 4, which is extendable in certain circumstances (eg massive, like BattleBots). Ban for these lapsing will be the same as before, 3 months and a host point.

I don't think the host should be banned if they don't get enough entries to move the tournament forward, personally.

42
Tournament Archives / Re: GDT 2014
« on: June 08, 2014, 12:41:07 PM »
I'm entering

43
General Support / Re: How to skin domes?
« on: June 08, 2014, 12:38:29 PM »
HELLO (bear with me, I've never skinned any of these before)
Right, so the GMF uses hex codes for component colours. Here is the chart that I use.

When you decompile Dome1.gmf in the Domes folder using a GMF decompiler, I usually use Serge's, you should be left with a notepad file that can be opened. Near the top you should find:

Code: [Select]
*MATERIAL_LIST
{
*MATERIAL_COUNT 2
*MATERIAL
{
*MATERIAL_REF_NO 0
*MATERIAL_NAME Material #53
*MATERIAL_CLASS Multi/Sub-Object
*MATERIAL_AMBIENT 0x313131
*MATERIAL_DIFFUSE 0x313131
*MATERIAL_SPECULAR 0xE5E5E5
*MATERIAL_SHINE 0.100000
*MATERIAL_SHINESTRENGTH 0.000000
*MATERIAL_TRANSPARENCY 0.000000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Other
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF Other
*MATERIAL_XP_TYPE Other
*MATERIAL_LIST
{
*MATERIAL_COUNT 3
*MATERIAL
{
*MATERIAL_REF_NO 0
*MATERIAL_NAME 2 - Default
*MATERIAL_CLASS Standard
*MATERIAL_AMBIENT 0x313131
*MATERIAL_DIFFUSE 0x313131
*MATERIAL_SPECULAR 0xE5E5E5
*MATERIAL_SHINE 0.100000
*MATERIAL_SHINESTRENGTH 0.000000
*MATERIAL_TRANSPARENCY 0.000000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF Other
*MATERIAL_XP_TYPE Filter
}
*MATERIAL
{
*MATERIAL_REF_NO 1
*MATERIAL_NAME 1 - Default
*MATERIAL_CLASS Standard
*MATERIAL_AMBIENT 0x6AD0FF
*MATERIAL_DIFFUSE 0x6AD0FF
*MATERIAL_SPECULAR 0xE5E5E5
*MATERIAL_SHINE 0.100000
*MATERIAL_SHINESTRENGTH 0.000000
*MATERIAL_TRANSPARENCY 0.700000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF Other
*MATERIAL_XP_TYPE Filter
}
*MATERIAL
{
*MATERIAL_REF_NO 2
*MATERIAL_NAME 3 - Default
*MATERIAL_CLASS Standard
*MATERIAL_AMBIENT 0x000000
*MATERIAL_DIFFUSE 0x000000
*MATERIAL_SPECULAR 0xE5E5E5
*MATERIAL_SHINE 0.100000
*MATERIAL_SHINESTRENGTH 0.000000
*MATERIAL_TRANSPARENCY 0.000000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF Other
*MATERIAL_XP_TYPE Filter
*TEXTURE_LIST
{
*TEXTURE_COUNT 1
*TEXTURE
{
*MAP_NAME Map #0
*MAP_CLASS Bitmap
*BITMAP generic_refmap2.bmp
*MAP_AMOUNT 1.000000
*MAP_DIFFUSE
*MAP_TYPE Other
*UVW_U_OFFSET 0.000000
*UVW_V_OFFSET 0.000000
*UVW_U_TILING 1.000000
*UVW_V_TILING 1.000000
*UVW_ANGLE 0.000000
*UVW_BLUR 1.000000
*UVW_BLUR_OFFSET 0.000000
*UVW_NOISE_AMT 1.000000
*UVW_NOISE_SIZE 1.000000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.000000
*BITMAP_FILTER Pyramidal
*BITMAP_MAP_CHANNEL 1
}
}
}
}
}
*MATERIAL
{
*MATERIAL_REF_NO 1
*MATERIAL_NAME 4 - Default
*MATERIAL_CLASS Standard
*MATERIAL_AMBIENT 0x969696
*MATERIAL_DIFFUSE 0x969696
*MATERIAL_SPECULAR 0xE5E5E5
*MATERIAL_SHINE 0.100000
*MATERIAL_SHINESTRENGTH 0.000000
*MATERIAL_TRANSPARENCY 1.000000
*MATERIAL_WIRESIZE 1.000000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.000000
*MATERIAL_SELFILLUM 0.000000
*MATERIAL_FALLOFF Other
*MATERIAL_XP_TYPE Filter
}
}

As far as I can tell, changing the bitmap doesn't do anything (not sure if it's a placeholder or something? I know it's the bitmap used for the shinywheel..). The first block in the code above controls the colour of the rivets, and the second block controls the actual colour of the disc. The same is probably true for the other GMF's.

You can change the transparency, shine etc of the component by changing the number after where it says *MATERIAL_TRANSPARENCY, or the appropriate one for the thing that you would like to change. The hex codes after *MATERIAL_AMBIENT, *MATERIAL_DIFFUSE and *MATERIAL_SPECULAR control the colours of the component. I believe the Beetlebros have a tutorial on their website about the specifics of what each one does.

If you have any questions, feel free to ask :)

44
Why is reducing the time limit a bad thing? It should mean that more tournaments are completed, and they should be completed faster so that interest is kept. If people can't complete a tourney in the suggested 4 months, then they shouldn't be hosting one imo.

45
Off-Topic Discussion / Re: The General Chatter Thread.
« on: June 07, 2014, 08:32:33 PM »
i am master of edgy

(Piss off guys I'm bloody tired.)

go to bed ty

I second this

46
DSL TC Showcases / Re: Gazea2's DSL Showcase!
« on: June 07, 2014, 03:05:22 PM »
no u



Marty and I did a challenge thing where we decided to build MW sidehammer hybrids, and we gave ourselves 30 minutes to build.
Plastic 3, 7 ants and a medium co2 tank. your turn marty :3

48
Stock Showcases / Re: rnifnuf's Stock Cavalcade of Crap
« on: June 07, 2014, 06:25:58 AM »
You might wanna flip the wedges 180 degrees so that they're wider. Do the maces not make it bounce?

49
Stock Showcases / Re: Craaig ~ Stock Showcase
« on: June 05, 2014, 05:02:50 PM »
oh wat
THAT'S WHY WE GOT CONFUSED ABOUT THE RADS

50
Stock Showcases / Re: Craaig ~ Stock Showcase
« on: June 05, 2014, 04:57:26 PM »
Already given my advice on skype :P
Yeah I'd flip the RADs, and the wedges probably suck because everything, including the weapon motors, are on them

51
Stock Showcases / Re: Martymidget's stock failcase
« on: June 05, 2014, 09:03:39 AM »
That armour and those razor wedges <3
looks sexeh

52
Tournament Archives / Re: RIP4: The Discussion
« on: June 05, 2014, 08:03:16 AM »
the only DSL tournament I actually want to enter

53
Stock Showcases / Re: Naryar's Stock Stuff
« on: June 05, 2014, 07:14:01 AM »
ty for stealing my advice marty
you could probably try switching the drive with the nifty too

54
Chatterbox / Re: Birthday Thread
« on: June 01, 2014, 07:16:53 AM »
ogod not that swuush

HAPPY BIRTHDAY RUFFLEYPOO <3

55
Chatterbox / Re: Birthday Thread
« on: May 31, 2014, 11:47:29 AM »
that cake looks amazing, happy birthday! :3

56
Modifications / Re: BattleBots 2014 Mod/AI Pack
« on: May 31, 2014, 06:31:10 AM »
I had nothing else to do



colour might be a little off because I did it by eye

https://gametechmods.com/uploads/files/5432spikestrip.rar

57
Custom Components Showcase / Re: Pay Tribute With Replicas
« on: May 31, 2014, 06:25:07 AM »
probably because most of them haven't been around for long enough to have seen all of the replicas

58
like 400
I mostly stream music so y'know, and I only really listen to one album anyway :L

59
I have to say, they all look sick. You're extremely good at modelling. +rep :3

60
DSL TC Showcases / Re: Gazea2's DSL Showcase!
« on: May 29, 2014, 05:24:33 PM »
GOODBYE WHEEL



so I figured that I'd get another sword on with one wheel, and then I figured that the drive is barely doing anything so I removed a battery. still plastic 1, 248.something kgs.
and now when it gets flipped it turns into a cool little sns  :gawe:

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