Shoot a firework rocket ~ Winners!Make a forum zoo! |
| Welcome to The Round Table. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
| LC Creations Projects (I'm back... For Now); Yup that's right. Im taking a try to come back. | |
|---|---|
| Topic Started: Jun 24 2014, 02:16 AM (63,201 Views) | |
| Yukon | Oct 8 2015, 09:52 AM Post #241 |
![]()
insta: yukons_designs
![]()
|
Well, how did snowleo coded his gates? Wouldn't be that the solution (maybe )?
|
![]() |
|
| LC Creations | Oct 8 2015, 10:17 AM Post #242 |
![]()
|
Oh wow! I'm so glad you are here on the forums Iben and Hendrix. Thank you so much for helping me. I'm going to do this because I knew about this but I'm not using my brain. Lol. So there's one more thing! Can I just use nifs for the modeling? You can change that inn the coding right?
Edited by LC Creations, Oct 8 2015, 10:22 AM.
|
![]() |
|
| HENDRIX | Oct 8 2015, 11:08 AM Post #243 |
![]()
-retired-
![]()
|
The dragable component is tank wall based, but our problem is that we need a raisable component that also leaves space for a staff gate. Yeah with the elevated path methods, nifs will work. |
![]() |
|
| LC Creations | Oct 8 2015, 11:37 AM Post #244 |
![]()
|
So also for tank walls can I make the glass a different color? I'm going to be coding this into my software so we can code this manually! |
![]() |
|
| HENDRIX | Oct 8 2015, 11:52 AM Post #245 |
![]()
-retired-
![]()
|
Well yes, tank wall colors are controlled by standard BFMAT files.
Edited by HENDRIX, Oct 8 2015, 11:52 AM.
|
![]() |
|
| LC Creations | Oct 8 2015, 12:11 PM Post #246 |
![]()
|
Can I use a plane mesh instead of the bfmatt files to control the tank walls glass? So I can use a texture on the mesh then make it transparent and use it as glass? Edited by LC Creations, Oct 8 2015, 12:13 PM.
|
![]() |
|
| HENDRIX | Oct 8 2015, 12:18 PM Post #247 |
![]()
-retired-
![]()
|
No, you can only use BFMAT materials on standard tank walls, because as I already pointed out, they do not have any models at all. You can easily create new materials with new textures, though.
Edited by HENDRIX, Oct 8 2015, 12:19 PM.
|
![]() |
|
| LC Creations | Oct 8 2015, 03:14 PM Post #248 |
![]()
|
So in other words I can do that if I use nifs right? Or can I somehow take the bfmat skins off because Sophie was able to make the chainlink one. But she didn't use the middle post and the lower post but instead she used the high post only. Why did she do that? |
![]() |
|
| HENDRIX | Oct 8 2015, 03:42 PM Post #249 |
![]()
-retired-
![]()
|
No NIFs (or even BFBs) exist for the glass part, simple as that. Only a complete recode from scratch with actual models for the glass set up like the elevated path supports would allow editing models for the panes. |
![]() |
|
| LC Creations | Oct 8 2015, 04:44 PM Post #250 |
![]()
|
So how can I convert an elevated path support object object into a tank wall? (For the tank wall). Because I also need to do this because I will be having it in my design pack. Also, how can I make it appear in the menu so you can use it? I know that when a code I believe "dev component" is the code that makes an object not appear in the menu! But sometimes when you remove it, it still does not appear. |
![]() |
|
| Megraptor | Oct 8 2015, 07:24 PM Post #251 |
![]()
|
Hey LC! I noticed something about your XL map. The guests don't go through the gate... they come in at about the middle of the map. Even when I place a gate, the come in half and half. Any way I can fix this? |
![]() |
|
| LC Creations | Oct 8 2015, 10:59 PM Post #252 |
![]()
|
Can you pm me about this? This should not be happening! Guests should only be walking in where there is a bigger opening AND a front enterance they should not be comming in where in two places. |
![]() |
|
| HENDRIX | Oct 9 2015, 05:27 AM Post #253 |
![]()
-retired-
![]()
|
It's not simple as converting. You have to add the binders for all the extrude components and such as they are defined in the path support xml. |
![]() |
|
| Iben | Oct 9 2015, 09:47 AM Post #254 |
![]()
There'll be no foot-walking! Just air-flying!
![]()
|
And also, use the draggable tag used in tankwall coding. Without it, you'll be stuck with the elevated path placement where you cannot drag it to the right size yourself.
|
![]() |
|
| LC Creations | Oct 9 2015, 10:29 AM Post #255 |
![]()
|
I wish there was only a way to create water above an elevated path. But that can probly not happen because that would have to be a new feature to be coded into the game with the xml and c++ coding! And effects coding. This would be the key to underwater tunnels for good.
Edited by LC Creations, Oct 9 2015, 10:30 AM.
|
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| Go to Next Page | |
| « Previous Topic · Individual Projects · Next Topic » |

FAQ
Search
Members
Rules
Staff PM Box
Downloads
Pointies
Groups


)?






