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Messages - Trovaner
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721
« on: February 04, 2013, 02:46:39 PM »
I don't have a cube.py. Do you mean box.py?
i have a cube.py, and it is click's containment cube.
Whoops, I guess I didn't have it installed on my USB's version of RA2. Thanks for the help. The hazards seem to have a bit more punch now. I also have self.spinner.SetPowerSettings(100,855) self.hammer.SetPowerSettings(20,1000) would these be relevant?
In this context, those are used for controlling torque and speed (prismatics have something similar for force and speed). You can crank those up if you want but you may end up launching a bot out of the arena (straight through the collision mesh).
722
« on: February 04, 2013, 01:06:35 PM »
I'm still not sure what you are referring to... If I don't get it right this time could you post an example?
My best guess is that you are referring to multiple objects in the same GMF file. If this is the case, you may be looking at a collision mesh and a display mesh in a component GMF. They are two separate objects that have been associated with each other in the *GMID_HAVOK_RBCOLLECTION section. Some components like battery1.gmf only have one object but that is because it is using that object for both purposes (display and collision). In fact, arenas are built on the idea of having multiple objects in one GMF but it isn't as common to have a different collision mesh for each object.
723
« on: February 04, 2013, 12:44:56 PM »
I don't have a cube.py. Do you mean box.py?
Either way, the easiest way of increasing damage for arena objects is by modifying their material damage value. The floating point number in self.SetSubMaterial or self.SetSubMaterialSound is what you'll want to modify.
724
« on: February 03, 2013, 10:29:29 PM »
If I'm understanding your question correctly, the answer is no. The first set of vertices are related to the physical verticies of the object (*MESH_VERTEX). The second set is related to the texture's mapping onto said verticies (*MESH_TVERT). If the surface that you are mapping to isn't square, you can use the second set of verticies to prevent distortion.
725
« on: February 03, 2013, 02:24:40 PM »
How many people are planning on doing something special for this? I've already completed a couple projects and I plan to do more if I have time.
726
« on: February 03, 2013, 12:18:46 AM »
I'm not an admin; I'm a moderator (less privileges and limited by forum section).
Have you tried reinstalling DSL? Does stock RA2 work for you?
727
« on: February 03, 2013, 12:13:16 AM »
Worth noting that you should learn and get confortable with notepad building first..
Even 3DSM isnt just a free for all component generator and I even found myself finishing off components in notepad
Walk before you run
QFT Hey, I asked a question in the Blender forum, got this response: 'If you know the file format which your game uses, you could change it to https://en.wikipedia.org/wiki/PLY_%28file_format%29 to import in blender. Export model in ASCI version of ply and convert back to one your game uses.'
Can this work with RA2/gmf?
I suppose you could do this but I don't see why you would want to. Why write a program to convert to the PLY format when you can write a plugin to make Blender capable of reading GMF files? Either way, you would be writing two scripts (one for importing and one for exporting).
728
« on: February 02, 2013, 11:50:17 PM »
How is this topic different than this one? (the one that an admin has to move to this section) We also need more info to be of assistance to you. Does it crash? When does it crash? What is the error message? Have you installed anything else?
729
« on: February 02, 2013, 01:08:16 PM »
Besides 3DS Max, there aren't any CAD programs with export scripts for RA2.
If you don't mind the extra work, you can export a file into the ASE format and do the conversions manually (minimal effort). Blender has an ASE export script but you would have to use an older version of the editor if you want to use it.
730
« on: February 02, 2013, 12:58:14 PM »
DSL takes longer to start-up than stock. As such, your computer may say that it has stopped responding. If this is your problem, the solution is to just wait a little longer. The warning should go away when the main menu pops up.
731
« on: February 01, 2013, 07:37:39 PM »
Blender doesn't have a export script yet so, unless you want to make one, you are limited to 3DS Max. There is a good tutorial on the wiki that explains how to make components in 3DS Max (any version).
732
« on: January 28, 2013, 12:39:51 PM »
I haven't made a bot since AW-NefariusBeing but that isn't all that unusual for me. I usually spend my time working on mods or programs for RA2.
733
« on: January 26, 2013, 11:59:07 AM »
You press pause the second time while you are in the botlab. The whole reason for unpausing the game is so that you don't forget that it is on. If you placed a motor while the game was paused, you wouldn't be able to attach anything to it until you changed tabs or unpaused the game.
734
« on: January 25, 2013, 03:26:36 PM »
Actually, there might be an easier way. Go into the practice arena and press the pause button. When you return to the botlab all your components should be where they belong. Also, be sure to press the pause button again to turn it off.
735
« on: January 21, 2013, 10:54:42 AM »
For the most part, Click is the only member currently working on DSL 3. He also hosts a tournament every year and occasionally released new mods (things like AI and stuff that wouldn't fit into DSL). It is also hard to keep working on something when there is little incentive.
DSL 1 and 2 had a whole team of people working on them and it still took them both over 2 years to complete. DSL 3 is a complete overhaul of everything from all the previous versions of DSL and will incorporate many more things. It is also worth noting that Click doesn't use 3DS Max so it takes longer to make custom components for the new AI bots.
It is difficult to set a deadline because it is strongly dependent on the amount of free time that Click has and is willing to spend on DSL 3.
736
« on: January 17, 2013, 03:35:36 PM »
As far as big packs go, you get the most bang for your buck from Firebeetle's component pack and DSL. Dummy, DarkRat, and ][cer also had some pretty good packs (the latter isn't hosted on GTM anymore). There is no comprehensive pack with all the components. In fact, there aren't as many custom components up for download as there used to be.
Unless you get a pack of them, custom components are generally not balanced enough for fair combat. For that reason, it was generally frowned upon to use them in the past. That hasn't really changed much in recent years but we now have a custom showcase for people wanting to show off bots that use them (you won't see them as often in other sections like BOTM or tournaments).
As far as standard components go, there are 3 supported component packs: -Stock which may or may not include AI parts and/or the 140 extenders. -DSL which may or may not include some of the cheat components. -NAR AI which is pretty much a rebalanced version of DSL with a WYSIWYG mentality.
737
« on: January 15, 2013, 04:15:17 PM »
While researching the creators of some custom arenas for the wiki page, I stumbled upon an archived thread where AW is releasing an arena named the "AU Tourney Arena" ( archived here). I was able to download the PY for version 1.01 from the archive but it uses files that I do not have. According to the PY, it is a tabletop arena. Unfortunately, this leads me to believe that it might be an early version of the AU Onslaught 1.0 arena. Since I don't have the GMF or any of the pictures on that page, I was wondering if anyone has it or remembers it (it was before my time).
738
« on: January 07, 2013, 03:29:51 PM »
Most of what you are explaining is easy to do but I don't see it changing much in terms of building or strategy. The stock AI has issues with invertibility and pinning but you don't see it as much in other AI packs. It also gives an advantage to rammers, HS, and popups which are already some of the strongest bot types.
That said, if you would like to learn how to do it yourself, feel free to PM me about it. It is actually much easier than you are making it out to be. It's all PY stuff so there is no need for any smartzones or pneumatics.
739
« on: January 07, 2013, 01:10:49 PM »
Besides the obvious large projects, I think it would be cool if everyone tried to release something independently. I understand that not everyone knows how to mod but they could certainly utilize their other skills to make something else (such as a video, a picture, or even a bot). The involvement of the community instead of just a few individuals would allow us to release new content throughout the day and make the day that much more special.
740
« on: October 27, 2012, 05:56:39 PM »
1. What do you want to see more of? Productive general discussion of RA2. Bots don't really interest me as much as they used to but I'm always looking for cool ideas, discoveries, etc. That said, I also like seeing stock tournaments and new mods (the latter is of the most interest to me).
2. Why don't you comment much? (ignore if you do). Though I usually check the forum once a day, there hasn't been enough RA2 discussion that interests me. I've been involved with RA2 for many years but I've never commented much.
3. Where do you spend most of your time on the forum? I tend to skim through the Stock showcases and read the commentary in the sections that I moderate.
4. Do you watch tournament videos that don't feature your own bot? If it is in stock, I usually watch it but thats only when I have time and remember that it is there.
5. Why don't you enter BOTM? I don't enter unless I have enough time and interest.
6. How many AI packs do you have? I don't remember off hand but there are too many IMO.
7. Do you play stock, DSL or both? Stock. DSL is cool but I've never been much for it.
8. What have you given to the community? Not much.
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