That is actually a publication of the real post here in the SPF
viewtopic.php?f=16&t=11227
Search found 178 matches
- Wed Jun 20, 2012 9:01 am
- Forum: Modding
- Topic: [Weapons] Axes
- Replies: 7
- Views: 1519
- Tue Jun 19, 2012 6:08 pm
- Forum: Modding
- Topic: [Weapons] Axes
- Replies: 7
- Views: 1519
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...
- Thu Jun 14, 2012 6:36 pm
- Forum: Modding
- Topic: [Mod] The Mod Mod (May 28)
- Replies: 133
- Views: 17430
Re: [Mod] The Mod Mod (May 28)
I'm on mint right now. I've had to reformat a couple times, but I'm starting to get the hang of things.edeetee wrote: What distribution?
- Wed Jun 13, 2012 2:06 pm
- Forum: Modding
- Topic: [map] debug
- Replies: 10
- Views: 2231
Re: [map] debug
...fogginess? Sorry, haha. post effects are shaders - they only change the way the game appears on your screen.Gyrth wrote:It just makes it foggy. What does this exactly add to the game?
- Wed Jun 13, 2012 11:24 am
- Forum: Modding
- Topic: [map] debug
- Replies: 10
- Views: 2231
Re: [map] debug
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 levelGyrth wrote:Something like this?
http://imgur.com/a/rgftH
And I added your map to my menu.
http://imgur.com/jo0Id
- Tue Jun 12, 2012 10:55 pm
- Forum: Modding
- Topic: [map] debug
- Replies: 10
- Views: 2231
[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...
- Tue Jun 12, 2012 10:51 pm
- Forum: Modding
- Topic: [Mod] The Mod Mod (May 28)
- Replies: 133
- Views: 17430
Re: [Mod] The Mod Mod (May 28)
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!edeetee wrote:Will the a180 Mod Mod work with a182?
- Mon Jun 11, 2012 5:43 pm
- Forum: Modding
- Topic: Falling colliding blocks.
- Replies: 10
- Views: 1577
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...
- Sun Jun 10, 2012 2:06 pm
- Forum: Modding
- Topic: Punching Holes...
- Replies: 6
- Views: 1276
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...
- Sat Jun 09, 2012 11:22 pm
- Forum: Modding
- Topic: Punching Holes...
- Replies: 6
- Views: 1276
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...
- Mon Jun 04, 2012 4:55 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Consequences of violence -- have your say!
- Replies: 44
- Views: 12186
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...
- Mon Jun 04, 2012 9:09 am
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Wildlife in Overgrowth
- Replies: 11
- Views: 2092
Re: Wildlife in Overgrowth
Are these...
anthropomorphic animals as well?
(just kidding)
anthropomorphic animals as well?
(just kidding)
- Fri Jun 01, 2012 11:13 am
- Forum: Modding
- Topic: Blender import/export .anm fix thread
- Replies: 15
- Views: 2358
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...
- Wed May 30, 2012 4:58 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Overgrowth Idea! Spikes traps
- Replies: 9
- Views: 1525
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 ...
- Wed May 30, 2012 4:54 pm
- Forum: Modding
- Topic: [Mod] The Mod Mod (May 28)
- Replies: 133
- Views: 17430
Re: [Mod] The Mod Mod (May 28)
Oh, glorious! That will definitely go up on the front page. Thanks a lot!edeetee wrote: I made a new video.
Feel free to use it if you want AAorris.