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Messages - communistsquared

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76
Games / Re: Overwatch Megathread
« on: May 03, 2018, 06:50:36 PM »
lol what a dumb and unwarranted tracer nerf

although they did nerf junkrat so hats off to blizzard

77
Off Topic / Re: Ive been diagnosed with clinical depression
« on: May 03, 2018, 06:43:12 PM »
so why aren't you taking meds

78
i demand blubber

79
Modification Help / Re: explosionShape?
« on: May 02, 2018, 04:39:16 PM »
does it show the sphere when the explosion happens?
yes, it spawns in at max size, how it should be at marker ambient:end. doesn't play the animation starting from marker ambient:start

80
Our warrior has upgraded to a Spearman thanks to weapons found in the ancient ruins!
laaaaaaaaaaame

but yeah id go for sailing

also i highly recommend enabling some map ui options like yield and resource icons. i think its the scroll icon next to the map

81
Gallery / Re: DOF Screenshots
« on: May 02, 2018, 11:37:56 AM »
this joke isint funny anymore
what

82
Modification Help / Re: explosionShape?
« on: May 02, 2018, 01:34:30 AM »
if you're using new blender + port's dts exporter, ambient:start is a marker you place at the frame you want the animation to start at, and ambient:end is the animation conclusion marker

so if your animation is 30 frames, you'd put ambient:start at frame 0 and ambient:end at frame 29 and then it'll play frames 0-29 as that animation
i made the sequence go from 0 to 100 frames with ambient:start and ambient:end at either ends. doesn't work, in game it doesnt play the animation

heres the blend file
https://www.dropbox.com/s/ngr54artpvnuejx/sphere.blend?dl=0

83
i vote for mass Self Delete in hopes of better lands in the afterlife

84
Modification Help / Re: explosionShape?
« on: May 01, 2018, 05:14:12 PM »
yes, as long as it has a texture attached, and the scaling is done through a sequence named ambient:start and ambient:end (if using ports dts)
im being dumb here. are those 1 frame sequences, ambient:start being a single frame at start size and ambient:end being a single frame at end size?

85
Modification Help / Re: explosionShape?
« on: May 01, 2018, 04:51:23 PM »
would a simple sphere with a basic scaling animation in blender be enough? then export to dts

86
Modification Help / explosionShape?
« on: May 01, 2018, 04:18:45 PM »
from rocket launcher

datablock ExplosionData(rocketExplosion)
{
  //explosionShape = "";
   explosionShape = "./explosionSphere1.dts";

   soundProfile = rocketExplodeSound;

   lifeTimeMS = 350;

   particleEmitter = rocketExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = rocketExplosionRingEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "3.0 10.0 3.0";
   camShakeDuration = 0.5;
   camShakeRadius = 20.0;

   // Dynamic light
   lightStartRadius = 10;
   lightEndRadius = 25;
   lightStartColor = "1 1 1 1";
   lightEndColor = "0 0 0 1";

   damageRadius = 3;
   radiusDamage = 100;

   impulseRadius = 6;
   impulseForce = 4000;
};

how does explosionShape work? how would I go about creating a custom one (i have blender/dts plugin). i assume it's responsible for the shockwave effect when using default rocket. possible to make a slower or resized shockwave?

87
Forum Games / Re: BLF plays Civilization V [Turn 2: Exploration]
« on: May 01, 2018, 03:29:01 PM »
move him to the hill next to the deer

88
Forum Games / Re: BLF plays Civilization V [Turn 1: Exploration]
« on: May 01, 2018, 02:55:48 PM »
i think we're next to the south pole so we should generally scout northwest

90
Forum Games / Re: BLF plays Civilization V [Turn 1: Exploration]
« on: May 01, 2018, 02:00:59 PM »
mediocre city spot but more isolated from barbarians so i say rush settler after monument

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