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Messages - MrMeows

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1
Creativity / Re: Minecraft: FuturI Texture + Map Combo
« on: August 05, 2011, 02:35:48 PM »
makes everything look futuristic? did you mean to say "like ****"..?

and .. why are there what appear to be .. mushrooms from mario?
you just ripped this from someone else and made it ******** didn't you? haha oh wow OP even says that.

I didn't make the mushrooms from Mario. Look, guys, I'm not that good of a drawer. I drew all this in paint.

2
Creativity / Re: Minecraft: FuturI Texture + Map Combo
« on: August 05, 2011, 02:07:16 AM »
HAHA OH MY GOD CREEPER PUMPKIN HOW ORIGINAL!!!!!!

Hey, I didn't make that part of the texture pack.

3
Creativity / Minecraft: FuturI Texture + Map Combo
« on: August 05, 2011, 01:58:39 AM »
Hello! I don't have a Minecraft Forums account, so I decided to put this here. Remember, this IS the off-topic section, so don't flame.

I have made a texture pack + map combo, called FuturI. The texture pack makes everything look furisticy (if that's a word), like lightsabers and blaster rays. I did not originally make the texture pack, I edited off of ... well, I forgot-his-name's texture pack, LynxCraft. (No, really, I did forget his name.) Unfortunately, I don't know how to make things clear, so the windows are just pictures and all the items have white backgrounds.

As for the map, you spawn in a futuristicy wooden plank house, with glowstone lights, laminate countertops, a fridge, a microwave loaded with charcoal, and chests containing lightsabers, space guns, batteries, cords, and all manner of other furisticy stuff. I have NO idea how to take screenshots, but here's a picture of the terrain.png for you. http://imageshack.us/f/594/terrainu.png/

And now, now that you've heard ALL about this amazing thing, here is the DOWNLOAD BUTTON!: http://www.mediafire.com/?rr02vgi1gtnby99

Just download the .zip and remove the map and the texture pack and put them in their proper places. I do hope you know how to do that. I must warn you, though: when I made this, I had the YogBox installed, and it probably won't work if you don't have that. But, if you're just in it for the texture pack, go ahead. You definentley (I know I spelled that wrong but I forgot how to spell it so shut up) don't need the YogBox for that. If you need any more help, there is a .txt file enclosed in the folder.

4
Off Topic / Re: Making weapons...
« on: March 24, 2011, 09:49:16 PM »
I have a page where you can find all my weapons.

http://forum.blockland.us/index.php?topic=148740.new

5
Creativity / Re: MrMeows Weapons
« on: March 24, 2011, 02:09:59 AM »
Put it in Add-ons section.

I don't have a Blockland key, so I can't.

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Creativity / MrMeows Weapons
« on: March 24, 2011, 01:50:27 AM »
ALL OF THESE OVERWRITE THEIR ORIGINAL FOR AN UNKNOWN REASON! BEWARE!

Nerf Gun: Edit of the regular Gun, but with much lower damage.
http://www.mediafire.com/?8bbisu9drgrzlti

Infernothrower: Edit of the Pyro Gun (a flamethrower), but with much longer range and more damage.
http://www.mediafire.com/?ngr0pi49qqbx2zy

Picture: http://img822.imageshack.us/i/infernothrower.jpg/

Laser Rifle: Edit of the Recon Rifle, except more like a sniper rifle than a machine gun.
http://www.mediafire.com/?kr0aytjtfwcc14b

Picture: http://img138.imageshack.us/i/laserrifle.jpg/

Doomnade: Edit of the HE-Grenade, except instant kill and larger explosion.
http://www.mediafire.com/?rshhb42a1d7uph6

Pictures:
http://img844.imageshack.us/i/doomnade1.jpg/
http://img541.imageshack.us/i/doomnade2.jpg/

Deagle: Edit of the regular gun, except with much more damage.
http://www.mediafire.com/?d96j0j7km299uy4

PICTURES:
 Scene 1:
 http://img405.imageshack.us/i/deagle1.jpg/
 http://img109.imageshack.us/i/deagle2r.jpg/
 http://img405.imageshack.us/i/deagle3.jpg/
 http://img715.imageshack.us/i/deagle4.jpg/
 http://img705.imageshack.us/i/deagle5.jpg/
 http://img62.imageshack.us/i/deagle6.jpg/
 http://img694.imageshack.us/i/deagle7.jpg/
 Scene 2:
 http://img862.imageshack.us/i/deagle8.jpg/
 http://img858.imageshack.us/i/deagle9.jpg/
 http://img716.imageshack.us/i/deagle10.jpg/
 http://img535.imageshack.us/i/deagle11.jpg/

Mini Tactical Nuke: CAN CAUSE EXTREME LAG. DOWNLOAD AT YOUR OWN RISK. My own personal edit of the Rocket L.
[Link Removed by Owner]
PM me if you want it.

Gamemode Zombez: WILL GLITCH UP EVERYTHING. DOWNLOAD AT YOUR OWN RISK. I know it's not a weapon. It's an edit of Gamemode zombie by Rotondo. The sound effects are now voices instead.
[Link Removed by Owner]
PM me if you want it.



More coming soon!

7
Off Topic / Re: Making weapons...
« on: March 24, 2011, 01:35:47 AM »
I made another weapon. The Infernothrower. It's an edit of the Pyro Gun with five times the range and double damage.

Here's the link: http://www.mediafire.com/?ngr0pi49qqbx2zy

8
Off Topic / Re: Making weapons...
« on: March 23, 2011, 11:55:16 PM »
Did you remember to edit the UIname and such so that it doesn't replace the regular Gun?
If not, this would be immediately failbinned.

I fixed it. Now the only problem is the gun's icon. It seems when I recolored it, it got a white square background...

9
Off Topic / Re: Making weapons...
« on: March 23, 2011, 11:48:26 PM »
I made my first weapon!

It's a nerf gun. Edit of the regular gun. It has only 1.25 damage.

Here's the link: http://www.mediafire.com/?8bbisu9drgrzlti

10
Off Topic / Re: Making weapons...
« on: March 23, 2011, 11:15:05 PM »
Yes it can. If you have opened a .cs document, it should automatically save to a .cs format.

It doesn't though...

11
Off Topic / Re: Making weapons...
« on: March 23, 2011, 11:10:41 PM »
Open the .zip of the file and look in the .CS using a text editor, such as notepad.Depending on the weapon, the way it handles firing is different.

In order to change the damage of the weapon, you should find the projectile datablock. There is generally a damage value you can tweak. A player has a standard health of 100, so keep this in mind. You can also edit the splash damage and explosion radius as well as the color of the explosion and light generated by the projectile as well as how it affects bricks (it detects their resistance to damage by volume, multiplying their width, depth and height. Keep in mind that a 1/3rd brick is actually counted as 1 in volume.

Editing firing rate is a bit more complex. This is usually handled at the bottom of the script in the image datablock of the item. There states are handled. Inmagine the states as a flowchart written out on paper. In them are instructions of how it handles moving to the next state and which state to move to when. Most weapons with alternating fire methods alter this system from the default. The quick way to lower the time between shots or raise it is to tweak the timeout values given. If you wanted to create a machinegun of sorts, you would instead of waiting for mouseup to transition back to the starting state you would have a timeout that if the mouse was still down at the end of the timeout it would loop back to the fire state.

If this doesn't make sense let me know and I can give even simpler instructions.
Note: I haven't actually looked at torquescript in over a year and didn't bother opening up a reference file so I may not be using the correct terminology in some parts. You should be able to figure it out though.

Notepad can't save it as a .cs file.

I could transfer the .cs file from another weapon... would that work?

12
Once, on another game, I made a weapon, and when you fired it the whole screen turned green and you had to reboot.

13
Off Topic / Making weapons...
« on: March 23, 2011, 01:51:33 AM »
I know this is actually on-topic, but I really wanna make some weapons. Like, how do I just change the damage, firing rate, etc. of the weapons I already have?

EDIT: Many people make their weapons so that they don't work if the regular Gun is disabled. Oddly enough, all the weapons with this trait have become unusable after I edit them. I can enable the weapon, but in the list of items it doesn't show up. Yes, I did change the UI name. Does anyone know how to thwart such scripts that hinder me from making weapons?

14
Help / Re: Add-On DemoPack - Sticky disappears in air
« on: August 23, 2010, 08:47:12 PM »
I had the same problem... and then it stopped.

15
General Discussion / Re: Fail Bin Poll
« on: August 19, 2010, 07:22:36 PM »
It appears that the people who say no are outnumbering the people who say yes... maybe this topic is pointless...

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