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    posted a message on Terrain scaling in extension mod

    @DrSuperEvil: Go

    I created a new mod file (attached) to mess around with the decals. I was able to place a decal from a trigger and set its scale. No luck yet changing the texture of the decal. I'm not sure how this is going to work though. I don't know what map(s) this will be played on so I need to set the texture dynamically. There would need to be a mechanism that allows the decal to inherit the texture of the terrain under it so that scaling could be applied. Decal scaling doesn't seem to effect the scaling of underlying terrain so I think I'd need a trigger to get the terrain texture and apply it. Of course, I'm a noob so I'm not sure how to get the texture of the terrain under the decal so I could apply it; if that's even possible. I might be on a little longer so if I find out I'll edit this post.

    Posted in: Data
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    posted a message on Terrain scaling in extension mod

    @DrSuperEvil: Go

    Ok... I think I'm starting to see where you're going with this. I should be able to do some testing tonight. I'll post an update with whatever changes I made and the results.

    Thanks for your help. :-)

    Posted in: Data
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    posted a message on Terrain scaling in extension mod

    @Alevice: Go

    Thanks for trying :-) I think its because extension mods don't have terrain. I'm kinda new to this...so I'm not sure how the texture gets applied. i would think that there's a terrain actor or something that the extension mod can control. still trying to find out how "texture swapped decals" work. Will definitely try any ideas that people have to offer and share whatever libraries/triggers/etc that result from this work. Hopefully I have time in the next couple days to really drill into this

    Posted in: Data
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    posted a message on Active Players

    you could throw a unit group into a variable by looping through each player in active players and checking if it is computer controlled. I don't think theres a "players in player group matching condition ..." that sorts out computer players.

    Posted in: Triggers
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    posted a message on 'And' in loop problem

    make an "or" element in your if statement, then move all of your and statements into the "or".

    Posted in: Triggers
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    posted a message on [Solved]: Need Help making a tank turret spin

    you could set the idle animation to spin. Then it would always be spinning. When it picked a point to target it would rotate to target that point and then go back to spinning again. probly wouldn't be too noticeable and I think gives the desired effect with very minimal overhead/work.

    EDIT: and I forgot-you might also want to use an array/random for the target point so the code stays clean if you're not already

    Posted in: Data
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    posted a message on Make a Barrack land on a geyser?

    I'm not in the editor to tell you for sure...but I think you can use a validator for the landing ability that checks if the target location is on a geyser. I should be able to look at this tonight and let you know if I can get that to work.

    Posted in: Data
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    posted a message on Terrain scaling in extension mod

    I'm working on an extension mod where I'm trying to add a more tactical, epic feel to the game. Part of that includes a more accurate unit scale and longer engagement distances. I'd like to scale marines down to somewhere between .3 and .5 and base the scale of everything else on the marine. The issue I'm having is scaling terrain textures to match the unit scaling. So far, I've not found a solution or resource with a solution - maybe someone here can point me in the right direction.

    I've tried:

    • Changing the Tiling Frequency in the data editor
    • Using texuvset 12 12 in a map init trigger
    • Using texuvset 12 12 in the console
    • Replacing the texture (though I probably did it wrong...lol)

    I've been looking for a way to do this without replacing the texture files so it doesn't take up as much space. What I've found is that Tiling Frequency doesn't seem to do anything. texuvset works from the map editor console when creating a map with terrain enabled but does not work in a mod.

    Is there a method of scaling the textures that I can do in data/triggers??

    Thanks!!

    Posted in: Data
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