Recent updates

Pinned Items
Recent Activities
  • First issue is content errors. You've got the wrong versions of the packs.


    Second one is more content errors, you're missing recipe parts, and when it tries to spawn those when the vehicle breaks it crashes the game.
    1. View Reply
    2. View Thread →
    Post is under moderation
    Stream item published successfully. Item will now be visible on your stream.
  • Hit detection is just crap in general. I'm working on a replacement but it's taking some time.
    1. View Reply
    2. View Thread →
    Post is under moderation
    Stream item published successfully. Item will now be visible on your stream.
  • Yeah, I remember when it took a week to make a 20 part model and you had to write out your shapes manually.


    It pretty much sucked.
    1. View Reply
    2. View Thread →
    Post is under moderation
    Stream item published successfully. Item will now be visible on your stream.
  • Prototype
    Prototype updated their profile picture
    Post is under moderation
    Stream item published successfully. Item will now be visible on your stream.
  • Prototype
    Prototype updated their profile picture
    Post is under moderation
    Stream item published successfully. Item will now be visible on your stream.
  • Prototype
    Prototype replied to the topic How fix this bug? in Help

    NSaurioGamer wrote: You should do it like Hbm's Nuclear Tech mod, the nuclear bombs create the crater slowly (The full crater doesn't spawn instantly).


    Not currently possible within the mod.
    1. View Reply
    2. View Thread →
    Post is under moderation
    Stream item published successfully. Item will now be visible on your stream.
  • Prototype
    Prototype replied to the topic Problems with Flan's Mod in Help

    NSaurioGamer wrote: Hummm I dont understand: If you have gun ammo in your plane's inventory and a bomb too, can you drop the bomb without wasting ammo?


    Left click fires the gun. Right click fires the bomb.
    1. View Reply
    2. View Thread →
    Post is under moderation
    Stream item published successfully. Item will now be visible on your stream.
  • Normally the fine details would be some through something like a normalmap, which gives them the impression of being 3D when they are actually 2D. They also have access to stuff like shaders worth a damn, so you can make a hexagonal or even cubic model look perfectly round (if you look closely at the ends you'll usually be able to see this) by fiddling with the normals. TMT won't support anything remotely like this so we just have to get by. Even if it did support them it's unlikely it would have much of an impact on the rendering cost.

    tl:dr learn to make models efficiently. You'd be surprised but you can usually cut the part count down by a hell of a lot while maintaining the detail. I think I could say something about having your cake and eating it but it's yet to come to me.
    1. View Reply
    2. View Thread →
    Post is under moderation
    Stream item published successfully. Item will now be visible on your stream.
  • Prototype
    Prototype replied to the topic Problems with Flan's Mod in Help
    It'll be left or right click to fire bombs. It's also possible that you're trying to drop it from an aircraft that doesn't support that particular bomb.

    As for the crashes, it's trying to spawn parts that don't exist. Which means you're missing some dependencies, probably the SMP parts pack.
    1. View Reply
    2. View Thread →
    Post is under moderation
    Stream item published successfully. Item will now be visible on your stream.
  • olmocapWOT wrote: Is there a way to make the models less laggy chainging the mod code?
    If it reached the half of memory using by part it would allow to make much better models


    Not really. This is just down to trying to render a shitload of polys (typically considered bad practise in the industry). We can optimise stuff by putting it in render lists (which TMT does automatically) but the reality is we're always rendering a bunch of pointless polys, which bumps up the rendering load and makes it lag.

    Only thing that could maybe reduce it is implementing something like occlusion culling. Last guy I know who tried to do that in MC went mad.
    1. View Reply
    2. View Thread →
    Post is under moderation
    Stream item published successfully. Item will now be visible on your stream.
  • I try not to go over 600 nowadays, but if you're sitting around 1k parts it's workable. Might have some performance drops but it won't be at the point where it's unplayable.

    If you want to use fully automated tracks, expect it to add like 200-300 parts on for a simple 3 part link (might be less due to the tigers layout).

    Might be better off to use texture animations here, but that's still a complete pain in the dick to set up.
    1. View Reply
    2. View Thread →
    Post is under moderation
    Stream item published successfully. Item will now be visible on your stream.
  • spicystreak2 wrote: Would the new system be able to work with guns too? For example, extremely customized reload, animations that happen when you use sights, etc? Also, could you make partially transperant things work? Like tinted glass for example, for a gun sight or a vehicle door. I have tried and it just made it either solid color or completely transparent.


    @gun animations

    Maybe. In theory this system should work with everything, however guns are a complete pain to work with due to how the client and server interacts so it's not guaranteed.

    @Transparent parts

    We did this ages ago. It just kinda sucks as parts rendered after the transparent part will be invisible when you look through the transparent part.
    1. View Reply
    2. View Thread →
    Post is under moderation
    Stream item published successfully. Item will now be visible on your stream.
  • Prototype
    Prototype replied to the topic Barrel default rotation in Help
    Ok, what you want to do is you want to model the barrel lying flat on the ground (you can't use Z rotations for barrel models).

    Then, when you put it in-game, when you set up the driver position you can add view constraints to this like so:

    Driver 0 32 0 -360 360 -10 18

    This adds the driver at position [0, 32, 0], and gives him no yaw constraint (-360 to 360) and gives him a pitch constraint of -10 to 18 degrees (-10 18)

    So in your config, you need to put something like:

    Driver X Y Z minYaw maxYaw 45 90




    To get it rotating around the bipod, the simple solution is to move the entire model so that the bipod is over the centre point (0,0,0). Now it is possible to change the centre of rotation through config (TurretOrigin x y z), but in your case this is completely unnecessary as you can simply move the whole model with little consequence.
    1. View Reply
    2. View Thread →
    Post is under moderation
    Stream item published successfully. Item will now be visible on your stream.
  • Started working on a new system of animation.

    If this works it'll be a hell of a lot easier to set up complex, unique animations for vehicles.

    Who knows, even content creators might be able to make use of it.

    1. View Reply
    2. View Thread →
    Post is under moderation
    Stream item published successfully. Item will now be visible on your stream.
There are no activities here yet
 
Latest Forum Posts
 
Latest Blog Posts
 
User Online
 
User Menu