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mmmm....chiken(world).....

Posted: Thu Dec 08, 2005 1:35 am
by fhko
Found myself with some extra time and decided to spend it actually working on my world...
I finally got around to loading a roja backup over what I had already done and noticed something I had forgotten about earlier...the road textures are set underneath the actually terrain...the same thing happens to me on zyrane (where I first found out and forgot about it)...Noticed it started happening a few updates back...had to have been after my playing zyrane dropped off

Anyone else seeing a similar oddity or is it just me? (The 'roads' on zyrane are currently using the "get off my island" texture)

Note: I'm still using the 48.5 client version in case this issue was already fixed in a later version.

Posted: Thu Dec 08, 2005 10:20 am
by Mit
'under the terrain'?
Depends on exactly what that means (a screenshot might clarify it), but at a guess its coz you've got one of the more interesting 'Landscape -> Rendering Modes' turned on. These allow you to create landscape that alpha-blend two textures together, which can create nice, smooth texture effects for the landscape.

Set it to 0 for normal, single-texture behaviour.

Posted: Thu Dec 08, 2005 11:11 am
by fhko
Well it worked...but it also created a different problem...let me see about uploading some screenshots...
My attempts to upload the image from my computer have been foiled...I'll try again later today...

Update never mind...I'll skip over that particular issue for now...

I'll be getting some time off of school starting at the end of this week so I should have far more time to dedicate to my world and the game in general...if I ever manage to reach a stopping point I'll probably need someone to host it for me...

Posted: Tue Dec 13, 2005 10:08 pm
by fhko
if I ever manage to reach a stopping point I'll probably need someone to host it for me...
Maybe I wasn't being straight foreward enough...I'm currently looking for potential hosters for a prefabricated roja clone (a complete one...not a semi-broken one such as puggy has). I can do some oping and noob training as needed, although school is begining to drain me and probably won't be as active as I once was. If all goes according to plan I'll spend this weekend mainly catching up on sleep then spend all my time on the world next week ...hopefully to be able to have a finished product by the week after the 25th.

To sumarise...If you think you might be interested in starting a world I can offer you one during a peak time...think about it...

Posted: Tue Dec 13, 2005 10:28 pm
by zaroba
unregistered worlds are limited to....4 is it? peak time wont have that much effect :P
especially with people trying to get an early lead in the galaxy and with a few other worlds opening/resetting :P

on a side note, be careful with saying 'anybody' you might end up loosing the world as the hoster sets himself as the owner and does whatever he wants to the world with you not being able to do anything to stop him. sorta like what happened between malkiah and gk8000 a while ago.


if its a registered world, i'll glady host it for you
wont host an unregistered world though. seeing how being up 24/7 is key to thier location and them going down means they can loose thier place in the galaxy, it woulden't be fair to offer 24/7 hosting to an unregistered world. plus i woulden't want to be blamed for the world loosing its galaxy spot if the pc goes down for whatever reason (be it planned or unexpected).

Posted: Wed Dec 14, 2005 11:43 am
by fhko
Obviously I wasn't going to give the world to just anyone...I have standards you know...
I'm not sure what should be done about the world being unregistered...what's the current status of getting a world registered?

And can anyone (by this I mean anyone who would have some prior knowledge of how to do this...:-) ) tell me how to set the models and textures for walls there doesn't appear to be any designated place to do this on the world server....nvm

Posted: Wed Dec 14, 2005 12:15 pm
by zaroba
tools->texture selector.

can't change the model for a wall, just the texture.
but, its still possible to make whatever design for them useing transparency in a texture.

Posted: Wed Dec 14, 2005 1:05 pm
by Mit
the under the landscape bits (assuming they're the same as the issue fooli just sent me a snap about) are fixed for 0.49.2

While im here, another lil addition... a new command .nobuild has been added - works in a similar way to buildzones, but specifies areas of the map in which players cannot build buildings. (So it is similar to the 'can't build here' surface properties, but this method allows u to define no-build regions without having to lay surfaces or texmaps about).

Posted: Wed Dec 14, 2005 1:20 pm
by zaroba
oo, cool.

that'll make it easy to keep people from building in a race track

Posted: Wed Dec 14, 2005 1:46 pm
by Mit
aye... or ultrakricket pitches in my case...

Posted: Wed Dec 14, 2005 8:50 pm
by fhko
I'm almost done with these stupid texmaps...finally got them so the roads line up with one another...if the landscape fix works I'll just have everything else left to do :-)...
Image
The surrounding surface texture is off because I have to have it on 0 rendering mode...but everything else is right....Shows you what zyrane is supposed to look like...

Posted: Wed Dec 14, 2005 11:43 pm
by fhko
Oh mitty...for my hot air balloon there doesn't seem to be a working control mode...18 although its called 'balloon mode' is far from acting like a balloon and 19 although it does act like a balloon it fails to move the model around as the balloon turns...

Posted: Wed Dec 21, 2005 4:47 pm
by fhko
(*fhko punches himself in the stomach for messing up his beautiful world*) Blasted namefiles you shall meet your maker...fhko is very ticked off with himself for bringing about such a uber alles mistake...undid all my work with both the landscape textures and vehicles/weapons...

Posted: Wed Jan 04, 2006 10:12 pm
by fhko
Could anyone give me specifics as to how the main and secondary textures were setup...I might actually be close to being done if I can finish with them...I know the surfaces limited the speed of vehicles slightly as compared to the textmaps...is there anyway to clear a big area (or perhaps the entire map) of secondary surface textures there seems to be a bunch that don't belong or maybe they need to be changed...nvm I'll just show you...
Image

Posted: Thu Jan 05, 2006 4:38 pm
by Mit
You can delete bits of secondary surface (i.e. the stuff you're standing on) using .mapclear 2.
*dellallmap 13 will delete all blocks of surfaces, *delallmap 5 for lines and *delallmap 6 for individual tiles.

Oh, and i presume you've noticed but the blending mode stuff has changed recently.. now controlled by three separate settings in the landscape which determine how each of the main surface, secondary surface and texmaps are blended. It lets you do all the same stuff has previously but its a lot easier and more obvious to get the different effects you might want. Setting all 3 fields to 0 would disable blending completely. (Sorry for not mentioning that previously.. wasnt aware of anyone using that stuff atm)