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Messages - Trader

Pages: 1 ... 120 121 122 123 124 [125] 126 127 128 129 130 ... 139
1861
General Discussion / Re: Where are all my screenshots?
« on: August 30, 2007, 01:18:44 PM »
Meh, more correct to say:

<Blockland Installation Directory> / screenshots /

1862
Gallery / Re: Working Doors!
« on: August 30, 2007, 01:17:24 PM »
Let's not get ahead of ourselves lol.  Lemme make a first release before you suggest alternate door styles.

1863
Gallery / Re: Working Doors!
« on: August 30, 2007, 01:02:41 PM »
No problem.  Thanks.

1864
Modification Help / Re: [Tutorial] Making a Weapon for Retail Blockland
« on: August 30, 2007, 01:02:13 PM »
Haha that can happen if your faces are turned backwards.  Also, if you mess with the 'emissive', 'specular', etc colors, that'll do it.

1865
Modification Help / Re: [Tutorial] Making a Weapon for Retail Blockland
« on: August 30, 2007, 12:57:22 PM »
Sometimes, even in the newest version, the materials do not appear correctly in the program.

1866
Gallery / Re: Working Doors!
« on: August 30, 2007, 12:42:03 PM »
The Door is technically not an item, but you can spawn it from the wrench GUI as if it were one.

1867
Gallery / Re: Working Doors!
« on: August 30, 2007, 12:41:21 PM »
No, why would it?

1868
Modification Help / Re: [Tutorial] Making a Weapon for Retail Blockland
« on: August 30, 2007, 12:40:50 PM »
Check the MilkShape website.  Google it.

1869
Gallery / Re: Working Doors!
« on: August 30, 2007, 12:38:17 PM »
We'll see : )

1870
Modification Help / Re: [Tutorial] Making a Weapon for Retail Blockland
« on: August 30, 2007, 12:11:58 PM »
If you're referring to my tutorial, it works.  I've posted proof positive.  If it doesn't work for you, you're doing something wrong.  Make sure you're using the newest version of MilkShape...I am.

1871
Gallery / Re: Working Doors!
« on: August 30, 2007, 12:01:11 PM »
Well, I probably won't have any public servers with the Doors until they're ready for release.  I don't want my model (though it's a relatively simple one) being whored out for other purposes.  After release, there's not much I can do to stop it, but I'll do what I can to protect it til then.

1872
Modification Help / Re: Mouse position to world coords (in script)
« on: August 30, 2007, 11:39:02 AM »
Well, I would do it like this:

%cursorpos = position of mouse cursor
%cursorX = getWord(%cursorpos,0);
%cursorY = getWord(%cursorpos,1);
%resolution = current screen resolution
%resolutionX = getWord(%resolution,0);
%resolutionY = getWord(%resolution,1);
%camerapos = %client.Camera.position
%cameraX = getWord(%camerapos,0);
%cameraY = getWord(%camerapos,1);

if(%cursorX < %resolutionX / 2)
{
          %x = %cameraX - (%resolutionX / 2 - %cursorX) / 15;
}
else if(%cursorX > %resolutionX / 2)
{
          %x = %cameraX + (%cursorX - %resolutionX / 2 ) / 15;
}
else
{
          %x = %cameraX;
}

if(%cursorY < %resolutionY / 2)
{
          %z = %cameraY - (%resolutionY / 2 - %cursorY) / 15;
}
else if(%cursorY> %resolutionX / 2)
{
          %z = %cameraY + (%cursorY - %resolutionY / 2 ) / 15;
}
else
{
          %z = %cameraY;
}

Then you need some way to scale the z value (e.g. zoom).  Obviously the x and y values in the code above would need to be swapped based on rotation of the client's camera.  Also, I'm not sure how well this would work if the client's camera was not rotated on the z axis at 0,90,180, or 270 degrees.

You might be able to make modifications using the forward vector, but I don't know for sure.  I'm at work right now, I'll have to check when I get home.

1873
Suggestions & Requests / Re: Boxing gloves or Knuckles
« on: August 30, 2007, 11:20:32 AM »
No.  Boxing gloves are fun.  Brass knuckles are mean.  Lol.

1874
Modification Help / Re: Mouse position to world coords (in script)
« on: August 30, 2007, 11:19:38 AM »
Position of %client.Camera.  Units of width = horizontal resolution / ~15.  Units of height = vertical resolution / ~15.

1875
Gallery / Re: Working Doors!
« on: August 30, 2007, 11:09:02 AM »
Yeah, but then I'd have to edit my model.  Meh blah arg ok, I'll see.

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