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Messages - --LegoPepper--

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the title Gaetard
Oh. That's true in certain dialects.
If you pronounce it with a Japanese accent it doesn't sound too offensive.

34
General Discussion / Re: B4v21 - STEAM, YES??? (AND A NEW WEBSITE WOW)
« on: February 12, 2018, 11:03:37 PM »
B4v21 is sponsored by Gaetard Studios!!!
Like seriously we made like 3 movies in it >:V

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HELLO! *achoo* Yes this is Gaetard studios now (And we made like 4 movies so check them out) *achoo*

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General Discussion / Re: B4v21 - When Blockland still had maps. (NEW TOPIC)
« on: September 12, 2017, 08:22:17 AM »
Would anyone be interested in me hosting jorgur's dogfight 24/7? I have the save and weapons and such.

37
Drama / Re: Ide/Wound + Cca/Thorofane (43054)
« on: June 29, 2017, 03:16:54 PM »
Quote from: PhantOS link=topic=309034.msg9574155#msg9574155 date=1498725[978
Ide is currently extorting legopepper
No, he isn't.

38
Off Topic / Re: Help! My parents won't stay out of my business!
« on: May 29, 2017, 06:00:03 PM »
Use two email accounts. One for acting like the mary sue your parents want you to be, the other for being you.

Or tell them that since you're at the age of consent that you have enough responsibility to have independence from their helicopter parenting.

40
Modification Help / Re: Terrain Map Dev Thread [SUCCESS PAGE 2]
« on: May 28, 2017, 10:48:02 AM »
Ok, neat.  So this could be used for a footbased tdm?
Yeah. Vehicles are out of the question though. The maps will need to use one datablock per collision mesh if you want proper vehicle collision.

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General Discussion / Re: Cyclone Games (MONSTRUM: BETA ONLINE)
« on: May 26, 2017, 09:53:27 PM »
Yes this is awesome, xbox on =D

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Modification Help / Re: Terrain Map Dev Thread [SUCCESS PAGE 2]
« on: May 26, 2017, 12:49:51 PM »
I have successfully optimized the download for a map.
Instead of using 2500 datablocks, it uses less than 100.



The only real problem is the collision density is VERY VERY LOW. It's like driving on a bunch of bricks instead of a bunch of modter bricks.

I will do experiments to fix this in the future.

However, players and projectiles work completely :)

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Angled tops seem to be completely reliable. As the type of terrain I want to make does not require there to be 90 degree angle collision, its possible that I could get this to work just fine :O

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I also made the cubes larger and discovered the same issue that @Tendon talked about.
For some reason, vehicles are OK on top of all the cubes, but they will ghost through some sides of different cubes.



Edit: Projectiles work 100%- its just the vehicles that don't work 100%.

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No collision issues here, 2 cubes. Trying more setups.

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