Search found 178 matches

by AAorris
Wed Jun 20, 2012 9:01 am
Forum: Modding
Topic: [Weapons] Axes
Replies: 7
Views: 1457

Re: [Weapons] Axes

That is actually a publication of the real post here in the SPF
viewtopic.php?f=16&t=11227 :lol:
by AAorris
Tue Jun 19, 2012 6:08 pm
Forum: Modding
Topic: [Weapons] Axes
Replies: 7
Views: 1457

Re: [Weapons] Axes

Beautiful american axes! I'm honoured to see my level put to use, I hope you've been enjoying it. I didn't add a weight triangle. If this means you did not create a custom hull object, take note! You won't be able to load a level with that object saved into it, the game will crash. If it has a custo...
by AAorris
Thu Jun 14, 2012 6:36 pm
Forum: Modding
Topic: [Mod] The Mod Mod (May 28)
Replies: 133
Views: 16685

Re: [Mod] The Mod Mod (May 28)

edeetee wrote: What distribution?
I'm on mint right now. I've had to reformat a couple times, but I'm starting to get the hang of things.
by AAorris
Wed Jun 13, 2012 2:06 pm
Forum: Modding
Topic: [map] debug
Replies: 10
Views: 2136

Re: [map] debug

Gyrth wrote:It just makes it foggy. What does this exactly add to the game?
...fogginess? Sorry, haha. post effects are shaders - they only change the way the game appears on your screen.
by AAorris
Wed Jun 13, 2012 11:24 am
Forum: Modding
Topic: [map] debug
Replies: 10
Views: 2136

Re: [map] debug

Gyrth wrote:Something like this? :)

http://imgur.com/a/rgftH

And I added your map to my menu.
http://imgur.com/jo0Id
Nice! If you have the SUM launcher or you know how to edit the config, try enabling post effects for a little added effect to the level :)
by AAorris
Tue Jun 12, 2012 10:55 pm
Forum: Modding
Topic: [map] debug
Replies: 10
Views: 2136

[map] debug

This is just a little map I use when I'm working on mods. Sometimes I need to restart OG a lot, or I just want a fast loading level. This one load up nice and fast for me(~10s), although it's not perfectly optimized. I can't seem to take screenshots of OG properly on linux, but it's a white level wi...
by AAorris
Tue Jun 12, 2012 10:51 pm
Forum: Modding
Topic: [Mod] The Mod Mod (May 28)
Replies: 133
Views: 16685

Re: [Mod] The Mod Mod (May 28)

edeetee wrote:Will the a180 Mod Mod work with a182?
I'm not sure - I just switched to linux and I haven't gotten around to setting up my mods yet. I'll check tomorrow!
by AAorris
Mon Jun 11, 2012 5:43 pm
Forum: Modding
Topic: Falling colliding blocks.
Replies: 10
Views: 1508

Re: Falling colliding blocks.

Blender? If you're making an object hull in blender, you would make sure you've selected the object and are in edit mode; then you would add a plane - this becomes part of the object; delete one of the vertices, select the other 3 and press f to make a triangle; then you can scale it, move it aroun...
by AAorris
Sun Jun 10, 2012 2:06 pm
Forum: Modding
Topic: Punching Holes...
Replies: 6
Views: 1212

Re: Punching Holes...

That still doesn't tell where to get the model to override, which program to use to edit it, or even where the wiki page is. You're right, Endoperez. Finding obj files like Last said is the way to go. Sometimes, they might be hard to find. They are stored in the application data(like documents/wolf...
by AAorris
Sat Jun 09, 2012 11:22 pm
Forum: Modding
Topic: Punching Holes...
Replies: 6
Views: 1212

Re: Punching Holes...

Hehe, It's much simpler than you can imagine. Here's the exerpt from the wiki: ModelOverride tag specifies a path to a model to use instead of the one generated from the heightmap, example: <ModelOverride>Data/Models/cave_test.obj</ModelOverride> make an object, and toss its modeloverride into the l...
by AAorris
Mon Jun 04, 2012 4:55 pm
Forum: Overgrowth - Secret Preorder Forum
Topic: Consequences of violence -- have your say!
Replies: 44
Views: 10290

Re: Consequences of violence -- have your say!

There may be mothers and children in this den... and I'm not so sure that I care anymore. Another line of dialogue that's none too coherent with a pacifism run... then again trying to be pacifistic was a bit difficult in Lugaru. It was hard not to accidentally "break" the enemies sometime...
by AAorris
Mon Jun 04, 2012 9:09 am
Forum: Overgrowth - Secret Preorder Forum
Topic: Wildlife in Overgrowth
Replies: 11
Views: 1945

Re: Wildlife in Overgrowth

Are these...
Image
anthropomorphic animals as well?
(just kidding)
by AAorris
Fri Jun 01, 2012 11:13 am
Forum: Modding
Topic: Blender import/export .anm fix thread
Replies: 15
Views: 2241

Re: Blender import/export .anm fix thread

Wait so these scripts are no longer working correctly? They are finickity and nobody on the forums has successfully exported an animation into the game in recent alphas. Importing is almost certainly broken as far as I know, but I've been able to export animations into the game, although they do no...
by AAorris
Wed May 30, 2012 4:58 pm
Forum: Overgrowth - Secret Preorder Forum
Topic: Overgrowth Idea! Spikes traps
Replies: 9
Views: 1460

Re: Overgrowth Idea! Spikes traps

Hehe, this might require some new thinking. Currently, the object sticks to the player and not the other way around! You can also pull the object out of the player, it would be interesting to try to pull a character off of a spike. edit:not to mention gut wrenching, I hope I'm not the person to try ...
by AAorris
Wed May 30, 2012 4:54 pm
Forum: Modding
Topic: [Mod] The Mod Mod (May 28)
Replies: 133
Views: 16685

Re: [Mod] The Mod Mod (May 28)

edeetee wrote: I made a new video. :o

Feel free to use it if you want AAorris.
Oh, glorious! That will definitely go up on the front page. Thanks a lot!