Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - DYLANzzz

Pages: 1 ... 20 21 22 23 24 [25] 26 27 28 29 30 ... 48
361
Help / Re: No Disapearing Far Bricks!
« on: March 01, 2011, 11:22:22 PM »
Actually I think this is the right place.

What do you mean by disappearing, this shouldn't happen. Are you sure you are talking about the bricks actually deleteing themselves?

362
Gallery / Re: Alex Dude's Airship
« on: March 01, 2011, 10:18:56 PM »
Executed with perfection.
Love it, 10/10.

363
Gallery / Re: Blockland Factory CTF
« on: March 01, 2011, 10:15:53 PM »
Are there lights on the ceilings? It seems lackinging because it seems as though in each screenshot doesnt show the whole room.

But from what the screenshots show it looks hawt.

364
Mapping Help / Re: Failed to load interior.
« on: March 01, 2011, 09:57:57 PM »
Hmm,

Well the grid files I whipped up in paint.net so I dont think they have a specific folder (I don't really know how to package the textures, is there a specific folder I need to put them in so it exports properly from toque constructor).

The NULL and TRIGGER textures were from some brushes I added (Trigger and NoDraw equivalent of the source engine I think) and I wasn't sure if I was supposed to include them or not su I just stuck them in there.

The .pdn was just something I accidently added and I'll take it out.

But I don't know what may have caused the Failed to load interior thing because I turned DL textures off on my sisters computer when trying to debiug the problem.

365
Mapping Help / Re: Problems and Questions
« on: March 01, 2011, 09:54:49 PM »
Interior:
As Red_Guy said is it a dts or a dif.

On one portion it looks like its lit using vertex lighting which I understand is it calculates the lighting at every vertex and then averages it together on the face to give shading. I think there is an option to turn this off in options or something (though I'm not sure if the checkbox really does anything as it doesn't affect how bricks are lit but it may affect what you are doing).

366
Help / Re: Need a new key
« on: March 01, 2011, 09:43:10 PM »
I doubt he knows the ID by heart. Its like sixteen characters.
It's kinda like memorizing your Windows activation key. You wont remember it unless you memorize it or use it a lot.

If he doesn't live close to you anymore then there isn't much you can do except call him up and explain the situation.
You could tell him that it is your key and that it is your money and therefore your property, though I doubt he would care unless he is a good/nice friend.

367
Help / Re: Onvechicletouch
« on: March 01, 2011, 09:38:54 PM »
Didn't Iban make that version?
Maybe. I heard it somewhere (probably from Iban). I don't actually have the mod.

368
Help / Re: Blockland getting laggy?
« on: March 01, 2011, 09:37:56 PM »
300 ping
Ping doesn't have to deal all with speed, it also has to deal with distance from the server.
A server near your closest internet hub has a lower ping than a server in another continent.

369
Help / Re: Blockland is Offline?
« on: March 01, 2011, 09:34:48 PM »
Maybe you are blocking blockland's connection?
Ex: You have a firewall turned on and it is blocking programs not on it's whitelist. Try adding it to the whitelist and that may help?

370
Help / Re: Onvechicletouch
« on: March 01, 2011, 09:32:55 PM »
use zone events instead
This.
All you do is create a zone about 1 plate thick and then use the onVehicleEnterZone event instead.
It would work just like and onvehicle touch.

But I believe the onvehicletouch used container searches or something (very costly to use on the engine) and it did it multiple times a second PER BRICK.
Very bad idea to use if you ever did get a hold of it.

371
Mapping Help / Re: Problems and Questions
« on: February 28, 2011, 12:57:00 PM »
Water:
I don't have access to the mission editor at the moment but I thought water was always like that (It extends infinitely) by definition of the object itself. Think of it as a water table, it's at one level throughout the entire map. I think that the only way this can be accomplished is with a zone?

Interiors:
Relight Scene? Maybe add a few pictures so I can get a better understanding of your problem here.

Particles:

If you can find it, MuffinMix made a HUGE tutorial on particles and explains EVERYTHING. As for the packaging with a map, I'm not too sure. Maybe look at a map that has custom vehicles added and see how they added those to their map.

Skyboxes:
I don't honestly know how torque handles skyboxes as I have never played with it. I've used the source engine which has 6 seperate textures and then uses another files that sticks them all together(it also has to deal with how the files are named).
I know that source and torque are two completely differnt things but I think that they may be quite alike. You may want to try using such as terragen to generate a nice skybox and then adding it to the game. If you wanted to create one from scratch (with no other tools) then I recommend learning how to use a image editor such as Paint.Net, Gimp, Inkscape, Photoshop, etc.

372
Gallery / Re: City of Awesomeness
« on: February 27, 2011, 06:08:59 PM »
That's really cool.

Love the lake.

373
Mapping Help / Re: Failed to load interior.
« on: February 27, 2011, 01:52:18 PM »
Yes I am coburn.

And here's the file.

http://www.mediafire.com/?5675f3k4r7suq81

374
Mapping Help / Failed to load interior.
« on: February 27, 2011, 12:23:28 AM »
So I made a map with an interior.
I can load the map fine myself and before (6 months ago) other people connecting to my server could to.
Recently I was hosting on BL again and was working on my mod so I wanted to invite someone. A friend came but he kept disconnecting with the issue in the topic subject. I tried getting on my second desktop (with another key) and connected via query internet only to get the exact same error. Its a simple map with one interior and a couple triggers.
Before I actually got my friend in the server I had some trouble getting the ports working. I disabled uPnP in BL and my router and went the more traditional port forwarding way which worked. He was then able to connect but then got the above error. I would also like to mention after scanning with a port checker (http://www.yougetsignal.com/tools/open-ports/ to be exact) it told me that I did not have either 28100 or 28200 open (both of which I forwarded and tried hosting on with success).

Is it the map, is it my lack of port forwarding knowledge, is it a bad packaging job, is it some new thing in BL that I have missed?

I exported in torque using both map2dif and Legacy DIF and neither helped the error (original map I think is in map2dif)

375
Modification Help / Re: De-colliding players to other players
« on: February 24, 2011, 11:49:03 PM »
What about like...

function Player:collision(%bla, %bla, %bla)
{
if(thingPlayerCollidedWith == AnotherPlayer)
{
return;

}
else
{
Parent::Player:collision;
}


}
Makes a ton of sense to me. I just found StandardPlayerArmor::OnCollision :D Didnt work.
Double Toast: Tried Phflack's suggestion and so far seems to work :D
Triple Toast: A bit glitchy

Pages: 1 ... 20 21 22 23 24 [25] 26 27 28 29 30 ... 48