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Messages - Trovaner
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981
« on: November 28, 2010, 05:55:29 PM »
From that, it looks like you're missing something at the top. After decompiling an untouched s3wheel.gmf with Serge's decompiler, this should be at the top of your file:
GMA *GABRIEL_ASCIIEXPORT 3 *MODEL_TYPE Basic Model *SCENE { *SCENE_FILENAME wheelworking.max *SCENE_FIRSTFRAME 0 *SCENE_LASTFRAME 100 *SCENE_FRAMESPEED 30 *SCENE_TICKSPERFRAME 160 *SCENE_BACKGROUND_STATIC 0xFFFFFF *SCENE_AMBIENT_STATIC 0x000000 } *MATERIAL_LIST { *MATERIAL_COUNT 1
Next scroll down and change the name of the bmp to whatever. Then replace all the "*USE FAR ATTENUATION" with "*USE FAR ATTENUATION =". Lastly save the file and recompile it using Serge's compiler.
982
« on: November 28, 2010, 01:08:28 AM »
Did you use Serge's compiler AND decompiler? Are you doing anything besides changing the name of the bmp and applying my suggested fixes?
Considering that I was able to edit the wheel without experiencing ANY errors, you are either doing something wrong or doing something that I'm not. Sending me the GMF would allow me to figure it out a lot quicker than guessing but its your call.
983
« on: November 24, 2010, 01:22:53 PM »
You don't need any special program to open CFG files. All you have to do is double click the file, "Select a program from a list of installed programs," and then click Notepad.
984
« on: November 23, 2010, 08:26:43 PM »
For Serge's Decompiler: 1. Double click the decompiler's EXE (gmfdec.exe). 2. Select the compiled GMF in the explorer dialog and click open. 3. Then when the second explorer dialog opens, go to the folder where you found the compiled GMF and enter a name into the "File name" input box (this will be the name of the decompiled file). After entering a name, click save. 4. Unless there were problems with the compiled GMF, the next popup should say that you were successful in making a decompiled version of the file.
For Serge's Compiler: 1. Double click the decompiler's EXE (GMFComp.exe). 2. Select the decompiled GMF in the explorer dialog and click open. 3. Then when the second explorer dialog opens, go to the folder where you found the decompiled GMF and enter a name into the "File name" input box (this will be the name of the decompiled file). After entering a name, click save. 4. Unless there were problems with the decompiled GMF, the next popup should say that you were successful in making a compiled version of the file.
ASCII means that it is readable for humans (aka decompiled). Binary means that it is readable for the computer (aka compiled).
Unless your computer is incapable of using Serge's (de)compiler or you plan to use self-illumination, always use Serge's (de)compiler. The other compilers don't support nearly as much. The fixes that I suggested ONLY work for Serge's compiler and decompiler.
985
« on: November 23, 2010, 02:27:13 PM »
OK, send me the GMF and I'll take a quick look.
From the error that Gazea posted, there appears to be an issue around that line for him (not necessarily you unless you are getting the same error).
As for the *USE FAR ATTENUATION thing, you need to add a " =" (one space and one equals sign) before the tab and value. So it should read:
*USE FAR ATTENUATION = 0
instead of:
*USE FAR ATTENUATION 0
You don't necessarily need to automate things by using the replace feature but be sure to replace all 6 of the *USE FAR ATTENUATIONs.
986
« on: November 23, 2010, 02:09:25 PM »
You should have read the warning on the Beetlebro's site... WARNING For convenience, the Cheat Mode pack includes a modified ra2.cfg file that allows messages to be displayed in the F9 window. However, this has the strange side effect of making hidden components visible in the bot lab. If you have any game mods with a lot of hidden parts you don't want cluttering the bot lab (DSL, for example), you may want to edit ra2.cfg and change the line "AIHelpers = 1" to "AIHelpers = 0". This will fix the problem for when you're not using Cheat Mode.
987
« on: November 23, 2010, 11:35:46 AM »
What does yours read? As long as you did everything like I did (as described in my previous post) and didn't add any additional objects/sections/changes, it should be exactly the same as what I posted.
988
« on: November 21, 2010, 11:29:32 PM »
I decompiled the standard s3wheel.gmf, changed the name of bmp, and replaced all the "USE FAR ATTENUATION" before recompiling with no problems. Did you mess with anything else?
If I had to guess, I think a mistake was made around line 2043. It should read: *LIGHT_COLOR 0xFFFFFF
989
« on: November 21, 2010, 11:55:17 AM »
There shouldn't be any issues as long as you change all 6 "*USE FAR ATTENUATION" to "*USE FAR ATTENUATION =" because Serge's compiler and decompiler are not compatible unless you do this when before recompiling. In normal notepad, just hit CTRL-H and enter the above into the search and replace input boxes (then click "Replace All" once).
990
« on: November 14, 2010, 02:57:40 PM »
ZeroG is a randomly occurring glitch that basically eliminates the collision mesh for a while. I think Sage told me that or someone.
No, the ZeroG has to do with a burst motor that move the chassis instead of the hinge (a glitch found by using custom components). Its not random because Barbie and ZeroAbsolute were able to repeatedly perform the glitch to overlap multiple components in a small chassis (enough so that the bots looked like there were .bot file editted). I'm not sure what causes the weight glitch but if you use the python code plus.getWeight(BotID), you'll notice that it sometimes has a completely different weight than what is listed in the botlab. This issue is found in both DSL and Stock.
991
« on: November 11, 2010, 02:53:19 PM »
GIFF files are the fonts used by RA2. I don't know of any way of making/modding them but feel free to give it a try. The only font that doesn't have a GIFF file is the system font. All the fonts have a set font size (the numbers in their names indicate their size). I don't have much notes on them besides their sizes (especially when the numbers are equal) and where the system font fits in.
992
« on: November 09, 2010, 06:37:21 PM »
I didn't know about the 'type = power' thing but wouldn't that make all the VS components in Backlash: First Blood invincible?
993
« on: October 30, 2010, 01:34:12 PM »
It uses a tree like structure that gets called upon by the EXE. I tend to add indentation to better read them. "Parent" sections contain "children" that may become "parents" to their own children (I can remember if there was a limit to this). Each section may optionally have parameters that work in any form. I made a minor guide about it but I doubt it would be of any use to anyone seeing as it is unfinished (I seem to have a lot of unfinished projects...).
994
« on: October 28, 2010, 10:39:03 AM »
Hey, welcome back! Its definitely been awhile...
Things have definitely calmed down since your last visit.
995
« on: October 27, 2010, 12:39:57 PM »
I would say that your best bet is to do something that your good at.
Obviously, planning is the most important step in any major endeavor:
First you need to figure out what your options are. What materials/equipment are available to you and within your current budget? Working with materials that you have experience in will make things easier and will allow you to be more intricate. Generally, you have the choice of working with wood, metal, paper, stone, or clay but you could also do a combination (I would try to limit myself to a maximum of two materials).
Figure out what you want people to get out of seeing your monument. What feelings are you trying to portray to your audience (Sadness, courage, triumph, bravery, respect, proud, leadership, and pride come to mind first for me)? By limiting the number of feelings that your piece represents, it will have a stronger impact on those who see it (I would once again limit myself to two feelings).
Determine the scale of your monument by examining how much time is available to work on it and how much detail would be necessary to express the designated feelings. People tend to overload themselves by doing something difficult in a short amount of time so be weary of making a similar mistake. You will also want to take into account how motivated you will be in the future. I, like many others, get bored of working on the same project for long periods of time. If you don't think you are to the task, simplify it until you are.
Disassemble your designated feeling into characteristics that could be associated with it (a thesaurus is sometimes useful for this step). For example, being proud makes be think of being bold/imposing and bright. Then think of how you can express these feeling using your material. Continuing from my example, I could use brilliant colors with a strong contrast between line thicknesses (this would be in the form of a drawing on paper for me but the same principles apply to other materials).
After doing all the above, you should have a rough idea of what you want for your monument. Whether it be abstract or detailed, begin to formulate a complete picture in your head or on paper. Further research may help to develop your ideas. Be sure to sketch/write down as much as possible so that you don't forget what your plans are.
Look at a calender and set key goals for your project. The more goals that you make, the easier it will be to stay ahead of things and get it done on time. Plan to have everything completed a month before your deadline (that way you have a little bit of wiggle room in case you fall slightly behind). I am a terrible procrastinator but if I was motivated enough, I would definitely plan things out like this (and given that the amount of time available to you).
996
« on: October 24, 2010, 07:46:48 PM »
There are loads of free excel alternatives out there if you're interested in getting it.
I use excel all the time when resizing/rotating pre-made objects. Besides excel, there are 2 component resizers out there (one was made by Duck and the other by AlienTech). Excel just happens to be more user friendly IMO.
997
« on: October 19, 2010, 01:17:39 PM »
Okay, I'll see you online then...
998
« on: October 15, 2010, 10:14:59 PM »
Its possible but I can't guarantee that it would be easy. With no precedent, making the dirt look realistic wouldn't be easy. You would also need to make it out of one object. Otherwise, you need to figure out a way of keeping the lag down while being able to track if all the dirt was in the pit.
I'm not sure exactly where you're thinking the pit and dirt should go but I might understand the rest. You want a combat arena without the glass walls and a pit with dirt somewhere...
999
« on: October 14, 2010, 07:04:54 PM »
Either of the [de]compilers work but I would use Serge's whenever possible because it supports the most modifications.
What do you want to learn? If you are interested, I can try to teach you anything from the basics to the more advanced things. Although my preferred medium is IM, I could also show you how via PM if you prefer that.
1000
« on: October 14, 2010, 01:29:28 PM »
I remember you debating about making an easy AAM program on the old forum...
Although, I'm tempted to use some of my tricks and cheats to make better bots, I generally spend the time to stack things by hand (but I do have a few bots that I cheated on). I also know a glitch involving some python coding that I've used instead of AAM on one of my bots.
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