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				Messages - Gazea2
			
			Pages: 1 2 [3] 4 5 6 7 8 9 10  ... 170 
		 
			
				
				
					41 
						
						« on: June 08, 2014, 02:16:25 PM »
					 
					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 
						
						« on: June 08, 2014, 12:41:07 PM »
					 
					I'm entering
					 
			
				
				
					43 
						
						« 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: *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 
						
						« on: June 08, 2014, 11:59:26 AM »
					 
					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 
						
						« 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 
						
						« 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
					 
			
				
				
					47 
						
						« on: June 07, 2014, 02:54:52 PM »
					 
			
				
				
					48 
						
						« 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 
						
						« on: June 05, 2014, 05:02:50 PM »
					 
					oh watTHAT'S WHY WE GOT CONFUSED ABOUT THE RADS
 
			
				
				
					50 
						
						« on: June 05, 2014, 04:57:26 PM »
					 
					Already given my advice on skype :PYeah I'd flip the RADs, and the wedges probably suck because everything, including the weapon motors, are on them
 
			
				
				
					51 
						
						« on: June 05, 2014, 09:03:39 AM »
					 
					That armour and those razor wedges <3looks sexeh
 
			
				
				
					52 
						
						« on: June 05, 2014, 08:03:16 AM »
					 
					the only DSL tournament I actually want to enter
					 
			
				
				
					53 
						
						« on: June 05, 2014, 07:14:01 AM »
					 
					ty for stealing my advice martyyou could probably try switching the drive with the nifty too
 
			
				
				
					54 
						
						« on: June 01, 2014, 07:16:53 AM »
					 
					ogod not that swuush
 HAPPY BIRTHDAY RUFFLEYPOO <3
 
			
				
				
					55 
						
						« on: May 31, 2014, 11:47:29 AM »
					 
					that cake looks amazing, happy birthday! :3
					 
			
				
				
					57 
						
						« 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 
						
						« on: May 30, 2014, 10:45:57 AM »
					 
					like 400I mostly stream music so y'know, and I only really listen to one album anyway :L
 
			
				
				
					59 
						
						« on: May 29, 2014, 08:15:48 PM »
					 
					I have to say, they all look sick. You're extremely good at modelling. +rep :3
					 
			
				
				
					60 
						
						« 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     
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