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Messages - Mr. AS
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681
« on: March 18, 2016, 11:50:03 AM »
Too many batteries. 5 spin motors only need 2 or 3 battlepacks.
682
« on: March 17, 2016, 07:01:49 PM »
can I fight sage in a grudge match or something at least
683
« on: March 17, 2016, 04:05:11 PM »
Which one of you guys is a bad enough dude to take me on?
684
« on: March 17, 2016, 04:03:53 PM »
Wedged hammers like that tend to be really, really bad. With that kind of chassis you might as well just make it a popup.
If you decide to go through with it and make it a custom AI though, I would recommend something like click's flipper.py that detects if the robot is moving. But instead of just stopping, it drives up slowly and downsmashes fires the burst motor at a close enough range for it to hit and not push the inverted robot away.
p.s. skirt hinges basically do the same thing as spring loaded doorhinges, but have a much more forgiving collision.
685
« on: March 17, 2016, 12:29:21 PM »
I was testing my NAR AI antweight when terminus stopped moving. I thought the AI broke or something like that for a second, turns out it literally ran out of battery power, which virtually never happens because of the way RA2 decreases electotal.  Anyone else ever had this happen?
686
« on: March 16, 2016, 10:58:24 PM »
more like dr. hoops 2bh
687
« on: March 16, 2016, 07:48:03 PM »
Is it just me or is it really odd that no gaming news site has have heard about this game at all ???
"What Robot Arena Taught Me About Intersectional Feminism" - Kotaku Exclusive
688
« on: March 16, 2016, 12:56:20 PM »
689
« on: March 16, 2016, 12:25:20 PM »
id like to enter
1v1 me dudester
690
« on: March 15, 2016, 08:09:44 PM »
This isn't the early 2000's where you have to make your own forums or take it to IRC channels if you want to have discussion. Steam has thier own forum system that the devs will most likely use, or they'll just use GTM since that's where all the dedicated RA2 players are.
691
« on: March 15, 2016, 07:26:43 PM »
Pretty weird that they're only remaking the stock components in RA3. I'm hoping custom components or other modding will be possible, since that's essentially what's been keeping RA2 alive for so long.
692
« on: March 15, 2016, 02:16:59 AM »
What I'm trying to do is make a copy of the razor object, but have the duplicate be upside down so it makes a cool 6-way razor shape. The mace + RAD thing was just an example (although I might go ahead and make that as well if I'm able to insert objects reliably). I got the razor to compile and "work" in game just fine, it's just that the second razor doesn't show up.  (^notice there's only the default 3 prongs instead of 6 prongs like I intended for there to be) I suspect that it might be an issue with the MATERIAL_REF's, but idk. Maybe I didn't properly link it up to the rest of the rest of the .gmf either. GMA *GABRIEL_ASCIIEXPORT 3 *MODEL_TYPE Basic Model *SCENE { *SCENE_FILENAME razor tip.max *SCENE_FIRSTFRAME 0 *SCENE_LASTFRAME 100 *SCENE_FRAMESPEED 30 *SCENE_TICKSPERFRAME 160 *SCENE_BACKGROUND_STATIC 0xFFFFFF *SCENE_AMBIENT_STATIC 0x0C0C0C } *MATERIAL_LIST { *MATERIAL_COUNT 2 *MATERIAL { *MATERIAL_REF_NO 0 *MATERIAL_NAME 7 - Default *MATERIAL_CLASS Multi/Sub-Object *MATERIAL_AMBIENT 0x383B3C *MATERIAL_DIFFUSE 0x383B3C *MATERIAL_SPECULAR 0xBBE1E5 *MATERIAL_SHINE 0.14 *MATERIAL_SHINESTRENGTH 0.35 *MATERIAL_TRANSPARENCY *MATERIAL_WIRESIZE 1 *MATERIAL_SHADING Other *MATERIAL_XP_FALLOFF 0 *MATERIAL_SELFILLUM 0 *MATERIAL_FALLOFF Other *MATERIAL_XP_TYPE Other *MATERIAL_LIST { *MATERIAL_COUNT 2 *MATERIAL { *MATERIAL_REF_NO 0 *MATERIAL_NAME 7 - Default *MATERIAL_CLASS Standard *MATERIAL_AMBIENT 0x383B3C *MATERIAL_DIFFUSE 0x383B3C *MATERIAL_SPECULAR 0xBBE1E5 *MATERIAL_SHINE 0.14 *MATERIAL_SHINESTRENGTH 0.35 *MATERIAL_TRANSPARENCY *MATERIAL_WIRESIZE 1 *MATERIAL_SHADING Blinn *MATERIAL_XP_FALLOFF 0 *MATERIAL_SELFILLUM 0 *MATERIAL_FALLOFF Other *MATERIAL_XP_TYPE Filter } *MATERIAL { *MATERIAL_REF_NO 1 *MATERIAL_NAME Material #1 *MATERIAL_CLASS Standard *MATERIAL_AMBIENT 0xC6C6C6 *MATERIAL_DIFFUSE 0xC6C6C6 *MATERIAL_SPECULAR 0xE5E5E5 *MATERIAL_SHINE 0.1 *MATERIAL_SHINESTRENGTH 0.15 *MATERIAL_TRANSPARENCY *MATERIAL_WIRESIZE 1 *MATERIAL_SHADING Blinn *MATERIAL_XP_FALLOFF 0 *MATERIAL_SELFILLUM 0 *MATERIAL_FALLOFF Other *MATERIAL_XP_TYPE Filter } } } *MATERIAL { *MATERIAL_REF_NO 1 *MATERIAL_NAME 2 - Default *MATERIAL_CLASS Standard *MATERIAL_AMBIENT 0x40C200 *MATERIAL_DIFFUSE 0x40C200 *MATERIAL_SPECULAR 0xE5E5E5 *MATERIAL_SHINE 9.999999E-02 *MATERIAL_SHINESTRENGTH 0 *MATERIAL_TRANSPARENCY *MATERIAL_WIRESIZE 1 *MATERIAL_SHADING Blinn *MATERIAL_XP_FALLOFF 0 *MATERIAL_SELFILLUM 0.31 *MATERIAL_FALLOFF Other *MATERIAL_XP_TYPE Filter } } *OBJECT_LIST { *OBJECT_COUNT 6 *GMID_ATTACHMENTPT { *NODE_NAME Point01 *NODE_TM { *NODE_NAME Point01 *TM_ROW0 7.12149E-15 -1 4.371139E-08 *TM_ROW1 -1.629207E-07 -4.371139E-08 -1 *TM_ROW2 1 0 -1.629207E-07 *TM_ROW3 0.1446774 -2.189135E-03 9.569012E-11 } USER DATA Type = attach ID = 1 Attach = generic_F
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*MESH_MTLID 1 *MESH_FACE 12 A: 8 B: 9 C: 11 *MESH_MTLID 1 *MESH_FACE 13 A: 8 B: 7 C: 9 *MESH_MTLID 1 *MESH_FACE 14 A: 11 B: 9 C: 10 *MESH_MTLID 1 *MESH_FACE 15 A: 12 B: 13 C: 16 *MESH_MTLID 1 *MESH_FACE 16 A: 12 B: 16 C: 15 *MESH_MTLID 1 *MESH_FACE 17 A: 13 B: 14 C: 16 *MESH_MTLID 1 *MESH_FACE 18 A: 13 B: 12 C: 14 *MESH_MTLID 1 *MESH_FACE 19 A: 16 B: 14 C: 15 *MESH_MTLID 1 *MESH_FACE 20 A: 17 B: 18 C: 21 *MESH_MTLID 1 *MESH_FACE 21 A: 17 B: 21 C: 20 *MESH_MTLID 1 *MESH_FACE 22 A: 18 B: 19 C: 21 *MESH_MTLID 1 *MESH_FACE 23 A: 18 B: 17 C: 19 *MESH_MTLID 1 *MESH_FACE 24 A: 21 B: 19 C: 20 *MESH_MTLID 1 } *MESH_NORMALS { *MESH_FACENORMAL 0 -0.0574186 -0.4991751 -0.8645966 *MESH_VERTEXNORMAL 0 -9.912561E-02 -0.8617602 -0.4975374 *MESH_VERTEXNORMAL 4 -9.912565E-02 -7.245619E-08 -0.9950749 *MESH_VERTEXNORMAL 3 -9.912552E-02 -0.8617601 0.4975376 *MESH_FACENORMAL 1 -5.741862E-02 -0.4991752 -0.8645965 *MESH_VERTEXNORMAL 0 -9.912561E-02 -0.8617602 -0.4975374 *MESH_VERTEXNORMAL 1 -9.912561E-02 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12 A: 8 B: 9 C: 11 *MESH_MTLID 1 *MESH_FACE 13 A: 8 B: 7 C: 9 *MESH_MTLID 1 *MESH_FACE 14 A: 11 B: 9 C: 10 *MESH_MTLID 1 *MESH_FACE 15 A: 12 B: 13 C: 16 *MESH_MTLID 1 *MESH_FACE 16 A: 12 B: 16 C: 15 *MESH_MTLID 1 *MESH_FACE 17 A: 13 B: 14 C: 16 *MESH_MTLID 1 *MESH_FACE 18 A: 13 B: 12 C: 14 *MESH_MTLID 1 *MESH_FACE 19 A: 16 B: 14 C: 15 *MESH_MTLID 1 *MESH_FACE 20 A: 17 B: 18 C: 21 *MESH_MTLID 1 *MESH_FACE 21 A: 17 B: 21 C: 20 *MESH_MTLID 1 *MESH_FACE 22 A: 18 B: 19 C: 21 *MESH_MTLID 1 *MESH_FACE 23 A: 18 B: 17 C: 19 *MESH_MTLID 1 *MESH_FACE 24 A: 21 B: 19 C: 20 *MESH_MTLID 1 } *MESH_NORMALS { *MESH_FACENORMAL 0 -0.0574186 -0.4991751 -0.8645966 *MESH_VERTEXNORMAL 0 -9.912561E-02 -0.8617602 -0.4975374 *MESH_VERTEXNORMAL 4 -9.912565E-02 -7.245619E-08 -0.9950749 *MESH_VERTEXNORMAL 3 -9.912552E-02 -0.8617601 0.4975376 *MESH_FACENORMAL 1 -5.741862E-02 -0.4991752 -0.8645965 *MESH_VERTEXNORMAL 0 -9.912561E-02 -0.8617602 -0.4975374 *MESH_VERTEXNORMAL 1 -9.912561E-02 0.8617601 -0.4975375 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-0.4960219 -0.8591351 *MESH_VERTEXNORMAL 6 -0.999859 -1.679182E-02 7.530484E-08 *MESH_VERTEXNORMAL 3 -0.246006 -0.9692683 6.383598E-08 *MESH_VERTEXNORMAL 4 -0.289497 0.4733982 -0.8319168 *MESH_FACENORMAL 7 -0.1730754 0.9849086 -2.044252E-08 *MESH_VERTEXNORMAL 6 -0.999859 -1.679182E-02 7.530484E-08 *MESH_VERTEXNORMAL 4 -0.289497 0.4733982 -0.8319168 *MESH_VERTEXNORMAL 5 -0.289497 0.4733983 0.8319168 *MESH_FACENORMAL 8 -0.1258933 -0.4960219 0.8591352 *MESH_VERTEXNORMAL 6 -0.999859 -1.679182E-02 7.530484E-08 *MESH_VERTEXNORMAL 5 -0.289497 0.4733983 0.8319168 *MESH_VERTEXNORMAL 3 -0.246006 -0.9692683 6.383598E-08 *MESH_FACENORMAL 9 1 -2.110676E-16 -7.35137E-08 *MESH_VERTEXNORMAL 2 1 -2.110676E-16 -7.35137E-08 *MESH_VERTEXNORMAL 1 1 -2.110676E-16 -7.35137E-08 *MESH_VERTEXNORMAL 0 1 -2.110676E-16 -7.35137E-08 *MESH_FACENORMAL 10 0.5301619 0.8478965 -1.299403E-07 *MESH_VERTEXNORMAL 7 0.5301619 0.8478965 -1.299403E-07 *MESH_VERTEXNORMAL 8 0.5301619 0.8478965 -1.299403E-07 *MESH_VERTEXNORMAL 11 0.5301619 0.8478965 -1.299403E-07 *MESH_FACENORMAL 11 0.5301619 0.8478965 -1.299403E-07 *MESH_VERTEXNORMAL 7 0.5301619 0.8478965 -1.299403E-07 *MESH_VERTEXNORMAL 11 0.5301619 0.8478965 -1.299403E-07 *MESH_VERTEXNORMAL 10 0.5301619 0.8478965 -1.299403E-07 *MESH_FACENORMAL 12 -0.430753 0.9024699 -6.515472E-08 *MESH_VERTEXNORMAL 8 -0.430753 0.9024699 -6.515472E-08 *MESH_VERTEXNORMAL 9 -0.430753 0.9024699 -6.515472E-08 *MESH_VERTEXNORMAL 11 -0.430753 0.9024699 -6.515472E-08 *MESH_FACENORMAL 13 -1.318155E-02 -2.108138E-02 0.9996908 *MESH_VERTEXNORMAL 8 -1.318155E-02 -2.108138E-02 0.9996908 *MESH_VERTEXNORMAL 7 -1.318155E-02 -2.108138E-02 0.9996908 *MESH_VERTEXNORMAL 9 -0.5301619 -0.8478964 -1.068709E-06 *MESH_FACENORMAL 14 -1.318155E-02 -2.108153E-02 -0.9996909 *MESH_VERTEXNORMAL 11 -1.318155E-02 -2.108153E-02 -0.9996909 *MESH_VERTEXNORMAL 9 -0.5301619 -0.8478964 -1.068709E-06 *MESH_VERTEXNORMAL 10 -1.318155E-02 -2.108153E-02 -0.9996909 *MESH_FACENORMAL 15 0.5301619 -0.4239485 0.7342997 *MESH_VERTEXNORMAL 12 0.5301619 -0.4239483 0.7342998 *MESH_VERTEXNORMAL 13 0.5301619 -0.4239485 0.7342997 *MESH_VERTEXNORMAL 16 0.5301619 -0.4239483 0.7342998 *MESH_FACENORMAL 16 0.5301619 -0.4239481 0.7342998 *MESH_VERTEXNORMAL 12 0.5301619 -0.4239483 0.7342998 *MESH_VERTEXNORMAL 16 0.5301619 -0.4239483 0.7342998 *MESH_VERTEXNORMAL 15 0.5301619 -0.4239481 0.7342998 *MESH_FACENORMAL 17 -0.4307529 -0.4512352 0.7815617 *MESH_VERTEXNORMAL 13 -0.4307529 -0.4512352 0.7815617 *MESH_VERTEXNORMAL 14 -0.4307529 -0.4512352 0.7815617 *MESH_VERTEXNORMAL 16 -0.4307529 -0.4512352 0.7815617 *MESH_FACENORMAL 18 -1.318161E-02 -0.855217 -0.5181023 *MESH_VERTEXNORMAL 13 -1.318161E-02 -0.855217 -0.5181023 *MESH_VERTEXNORMAL 12 -1.318161E-02 -0.855217 -0.5181023 *MESH_VERTEXNORMAL 14 -0.5301623 0.4239481 -0.7342997 *MESH_FACENORMAL 19 -1.318149E-02 0.8762985 0.4815882 *MESH_VERTEXNORMAL 16 -1.318149E-02 0.8762985 0.4815882 *MESH_VERTEXNORMAL 14 -0.5301623 0.4239481 -0.7342997 *MESH_VERTEXNORMAL 15 -1.318149E-02 0.8762985 0.4815882 *MESH_FACENORMAL 20 0.5301618 -0.4239483 -0.7342999 *MESH_VERTEXNORMAL 17 0.5301618 -0.4239483 -0.7342999 *MESH_VERTEXNORMAL 18 0.5301618 -0.4239483 -0.7342999 *MESH_VERTEXNORMAL 21 0.5301618 -0.4239483 -0.7342999 *MESH_FACENORMAL 21 0.5301618 -0.4239484 -0.7342998 *MESH_VERTEXNORMAL 17 0.5301618 -0.4239483 -0.7342999 *MESH_VERTEXNORMAL 21 0.5301618 -0.4239483 -0.7342999 *MESH_VERTEXNORMAL 20 0.5301618 -0.4239484 -0.7342998 *MESH_FACENORMAL 22 -0.430753 -0.451235 -0.7815619 *MESH_VERTEXNORMAL 18 -0.430753 -0.451235 -0.7815619 *MESH_VERTEXNORMAL 19 -0.430753 -0.451235 -0.7815619 *MESH_VERTEXNORMAL 21 -0.430753 -0.451235 -0.7815619 *MESH_FACENORMAL 23 -1.318161E-02 0.8762983 -0.4815885 *MESH_VERTEXNORMAL 18 -1.318161E-02 0.8762983 -0.4815885 *MESH_VERTEXNORMAL 17 -1.318161E-02 0.8762983 -0.4815885 *MESH_VERTEXNORMAL 19 -0.5301621 0.4239483 0.7342997 *MESH_FACENORMAL 24 -1.318148E-02 -0.8552169 0.5181027 *MESH_VERTEXNORMAL 21 -1.318148E-02 -0.8552169 0.5181027 *MESH_VERTEXNORMAL 19 -0.5301621 0.4239483 0.7342997 *MESH_VERTEXNORMAL 20 -1.318148E-02 -0.8552169 0.5181027 } *BACKFACE_CULL 1 *MATERIAL_REF 0 } } *GEOMOBJECT { *NODE_NAME razortip_collision *NODE_SHADEVERTS 0 *NODE_TM { *NODE_NAME razortip_collision *TM_ROW0 1 2.980232E-08 -4.440892E-16 *TM_ROW1 -2.980232E-08 1 -2.980232E-08 *TM_ROW2 -4.440891E-16 2.980232E-08 1 *TM_ROW3 0 0 0 } *MESH { *TIMEVALUE 0 *MESH_NUMVERTEX 6 *MESH_NUMFACES 8 *MESH_VERTEX_LIST { *MESH_VERTEX 0 0.1423701 -5.246961E-02 -9.760399E-02 *MESH_VERTEX 1 0.1423701 0.1105749 -2.894205E-04 *MESH_VERTEX 2 0.1423701 -5.332327E-02 9.403738E-02 *MESH_VERTEX 3 -0.2312179 -2.877881E-02 -5.539693E-02 *MESH_VERTEX 4 -0.2312179 6.281925E-02 -7.258353E-04 *MESH_VERTEX 5 -0.2312179 -2.925839E-02 5.226676E-02 } *MESH_FACE_LIST { *MESH_FACE 0 A: 0 B: 1 C: 4 *MESH_MTLID 2 *MESH_FACE 1 A: 0 B: 4 C: 3 *MESH_MTLID 2 *MESH_FACE 2 A: 1 B: 2 C: 5 *MESH_MTLID 2 *MESH_FACE 3 A: 1 B: 5 C: 4 *MESH_MTLID 2 *MESH_FACE 4 A: 2 B: 0 C: 3 *MESH_MTLID 2 *MESH_FACE 5 A: 2 B: 3 C: 5 *MESH_MTLID 2 *MESH_FACE 6 A: 2 B: 1 C: 0 *MESH_MTLID 1 *MESH_FACE 7 A: 5 B: 3 C: 4 *MESH_MTLID 0 } *MESH_NORMALS { *MESH_FACENORMAL 0 -6.437728E-02 0.5114479 -0.8568994 *MESH_VERTEXNORMAL 0 -6.437729E-02 0.5114479 -0.8568994 *MESH_VERTEXNORMAL 1 -6.437728E-02 0.5114479 -0.8568994 *MESH_VERTEXNORMAL 4 -6.437729E-02 0.5114479 -0.8568994 *MESH_FACENORMAL 1 -0.0643773 0.5114479 -0.8568994 *MESH_VERTEXNORMAL 0 -6.437729E-02 0.5114479 -0.8568994 *MESH_VERTEXNORMAL 4 -6.437729E-02 0.5114479 -0.8568994 *MESH_VERTEXNORMAL 3 -0.0643773 0.5114479 -0.8568994 *MESH_FACENORMAL 2 -6.463981E-02 0.497767 0.8648986 *MESH_VERTEXNORMAL 1 -6.463981E-02 0.4977671 0.8648986 *MESH_VERTEXNORMAL 2 -6.463981E-02 0.497767 0.8648986 *MESH_VERTEXNORMAL 5 -6.463981E-02 0.4977671 0.8648986 *MESH_FACENORMAL 3 -6.463981E-02 0.4977671 0.8648986 *MESH_VERTEXNORMAL 1 -6.463981E-02 0.4977671 0.8648986 *MESH_VERTEXNORMAL 5 -6.463981E-02 0.4977671 0.8648986 *MESH_VERTEXNORMAL 4 -6.463981E-02 0.4977671 0.8648986 *MESH_FACENORMAL 4 -0.0637867 -0.9979537 -4.445286E-03 *MESH_VERTEXNORMAL 2 -0.0637867 -0.9979537 -4.445284E-03 *MESH_VERTEXNORMAL 0 -0.0637867 -0.9979537 -4.445286E-03 *MESH_VERTEXNORMAL 3 -0.0637867 -0.9979537 -4.445284E-03 *MESH_FACENORMAL 5 -0.0637867 -0.9979537 -4.445282E-03 *MESH_VERTEXNORMAL 2 -0.0637867 -0.9979537 -4.445284E-03 *MESH_VERTEXNORMAL 3 -0.0637867 -0.9979537 -4.445284E-03 *MESH_VERTEXNORMAL 5 -0.0637867 -0.9979537 -4.445282E-03 *MESH_FACENORMAL 6 1 0 0 *MESH_VERTEXNORMAL 2 1 0 0 *MESH_VERTEXNORMAL 1 1 0 0 *MESH_VERTEXNORMAL 0 1 0 0 *MESH_FACENORMAL 7 -1 0 0 *MESH_VERTEXNORMAL 5 -1 0 0 *MESH_VERTEXNORMAL 3 -1 0 0 *MESH_VERTEXNORMAL 4 -1 0 0 } *BACKFACE_CULL 1 *MATERIAL_REF 1 } } *GMID_HAVOK_SIMOBJECT { *NODE_NAME (null) *GRAVITY 0 -9.80998 0 *WORLDSCALE 39.37 *SIMTOLERANCE 0.0999998 *RESOLVER 3 *INCLUDE_DRAG 0 *LINEAR_DRAG 0 *ANGULAR_DRAG 0 *INCLUDE_DEACTIVATOR 1 *SHORTFREQ 5 *LONGFREQ 0.1 *USE_FAST_SUBSPACE 1 *UPDATES_PER_TIMESTEP 1 *NUM_COLLISION_PAIRS 0 } *GMID_HAVOK_RBCOLLECTION { *NODE_NAME RBCollection01 *NUM_DISABLED_PAIRS 0 *SOLVER_TYPE 0 *COUNT 1 *GMID_HAVOK_RIGIDBODY_LIST { *COUNT 1 *GMID_HAVOK_RIGIDBODY { *NODE_NAME razortip *MASS 7 *ELASTICITY 0.3 *FRICTION 0.3 *OPTIMIZATION_LEVEL 0.5 *UNYIELDING 0 *SIMULATION_GEOMETRY 3 *GEOMETRY_PROXY_NAME razortip_collision *USE_DISPLAY_PROXY 0 *DISABLE_COLLISIONS 0 *INACTIVE 0 *DISPLAY_PROXY_NAME (null) *NODE_TM { *NODE_NAME razortip *TM_ROW0 1 -1.946465E-22 -3.248668E-25 *TM_ROW1 1.946465E-22 1 7.748209E-08 *TM_ROW2 3.248517E-25 -7.748209E-08 1 *TM_ROW3 0 0 0 } *HAVOK_GEO_TYPE Standard *NUMBER_OF_CHILDREN 0 } } } }
693
« on: March 14, 2016, 02:54:04 PM »
gimmie dats high voltage
694
« on: March 13, 2016, 10:05:49 PM »
Yep, it's the competition flag from RA1. Although you were close with R2D2, kind of. I guess.  People seemed to forget that Serge's decompiler was able to decompile RA1 components. Although there are a few problems that come with it, which is probably why there was never any kind of "RA1 components pack" around to download. - Since RA1 and RA2 use a slightly different way of structuring thier .gmf formats, if you try to recompile a decompiled RA1 .gmf for use in RA2, you'll get an error from the compiler or the game will crash when you go to use the component.
- The vertexes for freshly decompiled RA1 .gmf are something like 20x larger than any kind of reasonable size.
- The textures for the RA1 components kind of look like crap, but just that's my personal opinion.
- I haven't imported any moving parts yet, but I could imagine those having functionality problems when imported into RA2. RA1 didn't have any motors, you just put a preset hammer or saw rack on a preset attachment point on the chassis and that was that.
- Occasionally, an RA1 component will have a mesh_face or two missing, but it only seems to be in places that you won't have any business caring about, like the very back.
Here's a list of what RA1 components I think would work in RA2: [okay] Should be able to be imported without problemsDecorations Static Weapons Batteries Air Tank Tank Treads Wheels (come attached with metal angled bit on them. It should be possible to reduce that metal bit so that just the wheel is usable.) Trophy (?) [/okay] [warning] Limited functionality in RA2Moving weapons (i.e. things like saw arms, hammers, pistons) Chassis  (chassis in RA1 were just preset GMF components that you attached other GMF's to. You might be able to make some "chassis" shells out of them, like how replicas work in RWRA2 work, but other than that idk what you would even do with them) Chassis armors (are a .gmf before applied to the chassis. Again, not sure if these would have any real purpose on most robots) [/warning] [error] No functionality in RA2Digital Insignia, Armored Forklift (not even implemented into RA1, DI doesn't even have a .gmf or .tga in RA1's files) Radio Jammer (thankfully, RA2 has no radio-jamming type components. The .gmf can still be imported into RA2 as a decoration or something) Diagnostic Transmitter (Robot stats are already always visible on every robot during battle in RA2, the .gmf can still be imported into RA2 as a decoration or something like the radio jammer) [/error] [info] UnknownArena Hazards (in RA1, these were just .gmf objects randomly scattered around the arena) The arenas themselves (it would take a whole bunch of tweaking to the .gmf to make an RA1 arena playable in RA2, IIRC the Keznorg IGC arena that got remade in RA2 was actually made from scratch) explode_chunk1-4.gmf (they're just little bits that robots break into when they get broken, idk if they're worth inspecting tbh) [/info] But yeah, with flags you'll be able to have RA1-esque flag matches. Of course these flag matches would either be self-regulated or require a lot of .py programming, since RA2 doesn't have a flag match mode. They're also great for decorations on non-invertible wedged robots flippers and hammers. (Notice I didn't mention "popups". I have nerfs special plans in mind for popups.)I also imported the spiked ram component, just as an example of a useful weapon you can import instead of just a decoration.  Since this is RA2 and not RA1, I can also add attachment points on the side and make it so you can stack them on each other like you can with sawblades to make a giant spike rack.  I haven't made it into multiple sizes or adapted it to the whole "snap to grid squares" thing I have going on yet, but that'll come later. I'm also probably going to hold off on importing a ton of RA1 stuff into RA2 until I've made more motors and extenders to attach the RA1 stuff on.
695
« on: March 13, 2016, 04:28:18 PM »
Is it possible to insert objects from other .gmf's into component .gmf's? As in, if I were to add the mace model's vertexes, faces, and normals as an object to a RAD's .gmf without remodeling the RAD itself? I think clickbeetle's SFTW component did something similar with how the shiny hub wheels were added to the chassis model, but I wasn't able to figure out how exactly that works. Here's a paint image that shows what I'm trying to do:
696
« on: March 12, 2016, 11:19:03 PM »
697
« on: March 12, 2016, 02:50:44 PM »
Definitely a ton of references to RA2 and robot combat in there, from batteaxes, fatboys, snowplow and red extenders on the robot, to the various RA2 components and game cover in the garage. There's even your Robot Wars/Battlebots expy arena that has references to stock components if you look closely. I also noticed that you can attach things to the end of the spiked clubs, they probably got that idea from DSL. There also seems to be a lot of components that the tentative AI bots use that we don't see in the actual botlab. Maybe those will be unlockables, as indicated by "Battle against AI opponents in Career Mode to enhance your bot designs". also note that the crocodile robot has a chain belt, fingers crossed
Crocbot actually only seems to have a chain belt on one side.
698
« on: March 11, 2016, 02:44:26 PM »
Fun Fact: I wanted to have SlashBack's flipper skinned like it's skin, but RA2 gave some annoying issues and wouldn't load the texture and instead give a flat white texture instead. So I gave up for now. I might fix that before I send it over.
What method are you using to reskin it?
Serge's GMF Compiler. It's the tool I've always used to skin components since mid September-ish.
You could also just open the compiled .gmf in notepad++ and do a ctrl+f for the texture filename and then replace it, which seems to work fine for me.  It's one of the few things you can edit in a compiled .gmf. Just make sure what you change the filename to is the same amount of characters as the original filename.
699
« on: March 11, 2016, 02:22:52 PM »
Fun Fact: I wanted to have SlashBack's flipper skinned like it's skin, but RA2 gave some annoying issues and wouldn't load the texture and instead give a flat white texture instead. So I gave up for now. I might fix that before I send it over.
What method are you using to reskin it?
700
« on: March 11, 2016, 12:56:15 AM »
Control board is just really small. If you use snap to grid and make a 1x1 square, it should fit inside that square. The bigger pistons are also fairly large. Around half the size of the gigantic ironforge pistons, but has a lot more power for it's weight. Collision mesh on some of the gas tanks is actually a bit shorter than you think it would be, but that's easily fixable.  All of the standard wheels will have at least 3 sizes/variations. I'm not doing anything too exciting with wheels otherwise. The N12 in particular will have 2 extra sizes that I'll whip up later, because those two larger wheels in the picture are way too big. I don't know if I want to make the larger wheels be outright bigger like in the pic or be wider like in ironforge. What do you guys think?   (note: the other visible attachment point is used to attach things to the bottom of your chassis) Baseplate anchors are much more simplified than they are in DSL or ironforge. All the attachment points you need are in a simple one-component-fits-all package instead of having to scroll through a list of BAs at different angles and upside down BAs at different angles. Yes, 0 kg on the baseplate anchor is intentional. It's so you can use cleaner extender work instead of worrying about how many baseplate anchors you're using. Now that wheels are a-go, here's the first showcased robot made in (whatever name I decide to give this thing).   When I start making the AI, this robot will likely be a placeholder for robots not yet made, hence the name.
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