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  Any tips on making map Piece icons?
Posted by: HwitVlf - 2011-10-26, 05:59 AM - Forum: SOM Guides, FAQ and Help - Replies (9)

I'm working on some cliff Pieces and was trying to figure the best way to make icons- meaning the little tile bmps that show up in the editor. ‎  Does anyone have tips on how to make those icons so they are easy to comprehend when building maps? I expect Ben would be the expert but any tips would be appreciated.

I think confusing icons was the main problem with Todd's cliff set and also several of the Japanese Piece sets.

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  Water transparency cracked
Posted by: Verdite - 2011-10-24, 10:38 PM - Forum: SOM Guides, FAQ and Help - Replies (4)

After messing and messing without much enjoyment yet determination, i fixed the water transparency. It seems that if you select the 'phong' shader, the texture goes light and too transparent, but if you choose the constant its fine.



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.mqo   waterfixed.mqo (Size: 831 bytes / Downloads: 131)
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  Sky Models
Posted by: HwitVlf - 2011-10-22, 05:12 AM - Forum: SOM Guides, FAQ and Help - Replies (7)

I tried the cube sky model described here with SoM. ‎  It worked well for a star field and ends up seamless and without stretching unlike a dome design. ‎  If anyone decides to make custom sky models, I would try a cube layout first.



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  New swing arm models
Posted by: HwitVlf - 2011-10-19, 03:06 AM - Forum: SOM Guides, FAQ and Help - Replies (17)

I've been working on how to make new swing arms for the weapon setup in my game.
It seems that the problem is with how x2mdl squishes all mesh objects to xyz=0 for their default pose' instead of keeping them the way they are supposed to be for SoM. The effect is that x2mdl can't make a new swing arm that is compatible with SoM's default weapon/hand-armor alignments.

But if we are only using new weapon/hand-armor models, like Ben in Rathmor, it should work. We just have to align the new weapon/hand-armor swing models to xyz=0 like x2mdl's scrunched MDLs.

In case any anyone missed it from the PRF editor thread, SoM can have more than 3 swing animations. Maybe up to 255 so you could make a different animation/sound for each weapon if you wanted. Including bows etc.



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  Forum returns home
Posted by: dmpdesign - 2011-10-17, 12:46 AM - Forum: General Discussion - Replies (4)

After a wonderful sunday afternoon of messing with ipower's nonsensicle backend, the forum returns home.

please post any bugs you may encounter, and welcome back. Smash2

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  Problem with support magic
Posted by: Verdite - 2011-10-14, 01:01 AM - Forum: General Discussion - Replies (2)

Support magic, increasing defence, cannot be saved in my parameter editor. I click apply and save after making changes. Am i doing something wrong?

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  Area progression with SoM
Posted by: Verdite - 2011-10-08, 12:52 PM - Forum: General Discussion - Replies (8)

Ive noticed that SoM handles area progression really badly, and even the music takes a hit when moving via warp from one area to another. I believe that the fastest way alot of successful game companies handle area transition is through load screens, or a fade on / fade off. The latter is something ive been experimenting with recently... To my surprise it broke things down much better. You havent the nasty jump in music or that irritating shift you recognise when moving from level to level. Music can be stopped or changed during the shift too, giving a proper pause first before the next bgm.

Fade on fade off works with multi levelling too. Essentially you're defeating the KF tradition of area progress, but in terms of potential i think the fade comes out tops.

I'm writing this because i'm very tempted to move Rathmor to this method. I could do with a few opinions. ‎  Wink

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  Adobe Muse and the new website
Posted by: dmpdesign - 2011-10-06, 06:16 PM - Forum: General Discussion - Replies (2)

Well I have come to terms with the fact I suck too much at dreamweaver to get what Im really looking for on the homepage of this site. ‎  I know Guyra has popped up a test main page on an alternate link for testing, but overall I want to move away from relying on Joomla etc to build the site.

Adobe is launching a new software suite soon that includes a new product code named Muse. ‎  I have been toying with the beta recently and I must say, it is the definitive way to build a website for a coding noob like myself.

Once this software becomes available we can really dress this place up nicely.

Check out this demo video of what Muse can do...

https://tv.adobe.com/watch/muse-code-nam...code-name/

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  Forum Move
Posted by: dmpdesign - 2011-10-06, 06:11 PM - Forum: General Discussion - Replies (5)

Im going to try to move the forums early Saturday morning Eastern Standard Time, so they will probably be down from about 6am-8am whilest I figure everything out. ‎  If I am successful this board should be back on the /bbs url of the old forum with everything in tact, if not the down time may be longer or you will see the forum come back up here.

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  Retrieving map data from KF games
Posted by: Guyra - 2011-10-06, 12:48 PM - Forum: SOM Guides, FAQ and Help - Replies (19)

Would it be possible to retrieve map data from the official KF games? Preferrably so one could open them in common 3D modeling software.

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