Search found 26 matches

by Beesafree
Wed May 08, 2013 1:41 am
Forum: Modding
Topic: [MOD] More Items/Buildings
Replies: 23
Views: 16496

Re: [MOD] More Items/Buildings

eh im done modding this version of the game i may return when the game is completed, chris is going to add stuff that i unlocked so that leaves that part of the mod useless anyways XD... but for now i am done if anyone would like the mesh files i already created, i see no need for them to go to wast...
by Beesafree
Mon Apr 29, 2013 10:27 pm
Forum: Modding
Topic: I've Fallen and I Can't Get Up! [Solved]
Replies: 4
Views: 1962

Re: I've Fallen and I Can't Get Up! [Solved]

oh if your chest, stomach or head go into the crippled range (0 to -100) you are knocked out (or blood) if they get into the severed range (lower than -100) you die limbs, all the ones not mentioned, however, can go into the crippled range without you being incapacitated, although you will be hinder...
by Beesafree
Sun Apr 07, 2013 10:58 pm
Forum: Modding
Topic: [WIP] Star Wars Mod
Replies: 67
Views: 71388

Re: [WIP] Star Wars Mod

see i had/still have a hard time with the texturing part.... i did get it to the point where they are textured, although it doesn't have a reference point.... what i did was break all the pieces of the models that need different textures (rocks, water, leaves) into their own model file and put them ...
by Beesafree
Fri Apr 05, 2013 11:43 pm
Forum: Modding
Topic: [MOD] More Items/Buildings
Replies: 23
Views: 16496

Re: [MOD] More Items/Buildings

i think with proper texturing it'll look more worn
im really happy with how it turned out model wise - it was a really good idea, it needs a little bit more refining, but it is really cool XD
i don't have my desktop for the weekend+ so i won't be implementing it till i get it back - its in repair =./
by Beesafree
Fri Apr 05, 2013 1:29 am
Forum: Modding
Topic: [MOD] More Items/Buildings
Replies: 23
Views: 16496

Re: [MOD] More Items/Buildings

It would be nice to see some nun-chucks--probably spelled that wrong---and throwing stars for ranged combat! that'd be cool - although i dunno how to apply physics so the nun chucks would look real, and at this point - the throwing stars would have the same problem as the gun =/ here's a glaive! ht...
by Beesafree
Thu Apr 04, 2013 9:26 pm
Forum: Modding
Topic: [MOD] More Items/Buildings
Replies: 23
Views: 16496

Re: [MOD] More Items/Buildings

I got it to work! Awesome new features :) You need to download the building unlock mod by elmonodara to have things show up in your build menu :) http://www.filedropper.com/buildingsunlocked_4 you shouldn't need that..... in the updated mod it'll fix it, i made it so they show up @koal those are go...
by Beesafree
Thu Apr 04, 2013 2:02 am
Forum: Modding
Topic: [MOD] More Items/Buildings
Replies: 23
Views: 16496

Re: [MOD] More Items/Buildings

yeah i updated it, none of the core files changed, just replace your food.mod file

it should also keep your progress on your techs - so.... that's cool

EDIT:
a hunting rifle:
http://i.imgur.com/3SKUWUp.png

the trigger trim may be too stylized
by Beesafree
Wed Apr 03, 2013 11:58 pm
Forum: Modding
Topic: [WIP] Followers of the Gods Ver. 0.0.3
Replies: 11
Views: 7894

Re: [WIP] Followers of the Gods (a working title)

mind giving the .mod file?
i am betting it is either an ai goals problem or....
the gamedata overwriting info you've put in, it happens often with the base files, kinda sucks for editing ai and npcs
by Beesafree
Wed Apr 03, 2013 10:24 pm
Forum: Modding
Topic: [MOD] More Items/Buildings
Replies: 23
Views: 16496

Re: [MOD] More Items/Buildings

oh - your right
i know what happened, the gamedata overwrote my changes....

so....
there's now a new link in the OP
by Beesafree
Tue Apr 02, 2013 8:54 pm
Forum: Modding
Topic: [MOD] More Items/Buildings
Replies: 23
Views: 16496

Re: [MOD] More Items/Buildings

@denninja yeah i was borrowing blunt since that has no weapons attached to it yet.... i edited the attack distance, along with the length and it produced the result i stated.... from how i understand it: attack distance in the combat techniques is the distance at which the person will consider using...
by Beesafree
Tue Apr 02, 2013 12:25 am
Forum: Modding
Topic: [MOD] More Items/Buildings
Replies: 23
Views: 16496

Re: [MOD] More Items/Buildings

oh hmm.... now i am actually having troubles.... whenever i set the reach of a weapon to a ridiculous amount (100+) the character using the weapon will stop and freeze at the beginning of the attacking animation until the enemy is close enough to attack.... anyone know a work around? i would be will...
by Beesafree
Sun Mar 31, 2013 6:34 am
Forum: Modding
Topic: [MOD] More Items/Buildings
Replies: 23
Views: 16496

Re: [MOD] More Items/Buildings

here's a pistol model i just finished!
http://i.imgur.com/E1kPwqD.png

EDIT 3/31/2013 4:19pm EST:
amidoinitrite?
http://i.imgur.com/EB4rCR5.jpg
#ModdingIsHard XD
by Beesafree
Sat Mar 30, 2013 4:55 am
Forum: Modding
Topic: [MOD] More Items/Buildings
Replies: 23
Views: 16496

[MOD] More Items/Buildings

i made a mod! DL link after the break this mod adds items, buildings, and some aesthetics to the game and provides new research objects... there are 2 custom buildings they can be seen here: http://i.imgur.com/7SPfKH0.jpg currently it adds this stuff: buildings made/enabled: research table 3 interme...
by Beesafree
Thu Mar 28, 2013 2:06 am
Forum: Modding
Topic: Meshes
Replies: 7
Views: 2416

Re: Meshes

thanks for responding....
now to figure out textures/mapping

it has something to do with the xml file.......XD
by Beesafree
Wed Mar 27, 2013 11:48 pm
Forum: Modding
Topic: Meshes
Replies: 7
Views: 2416

Re: Meshes

breakthrough!
figured it out

i can only use folders that already exist, not my own. i had created an extra folder to keep my resources organized, but i guess i cant do that.....

might wanna add that info to the basic guide XD
by Beesafree
Wed Mar 27, 2013 9:05 pm
Forum: Modding
Topic: Possible Mod to reduce AI raids
Replies: 5
Views: 1929

Re: Possible Mod to reduce AI raids

im no expert on modding the spawns but the construction set is pretty straightforward here's a pic: http://i.imgur.com/eTJzwVA.png the green boxes are where you would navigate to the red boxes are numbers you can change to effect the spawns - im fairly certain that higher numbers = greater chance fo...
by Beesafree
Wed Mar 27, 2013 12:23 am
Forum: Bug reports
Topic: Small fuzzy fonts and stat window not fully shown
Replies: 3
Views: 672

Re: Small fuzzy fonts and stat window not fully shown

something was here Alright, thanks! That really did the trick and it's working fine now as to my report, so this thread can now be closed. I had missed the screen, mistaking the white box as an info box instead of actual settings. It would be good if this was more clear though. Maybe have a drop-do...
by Beesafree
Mon Mar 25, 2013 7:30 pm
Forum: Modding
Topic: Meshes
Replies: 7
Views: 2416

Re: Meshes

here's the crashdump generated directly after i try to build it

http://www.mediafire.com/download.php?d1b33ri96daw3ht
by Beesafree
Mon Mar 25, 2013 6:40 pm
Forum: Modding
Topic: Possible Mod to reduce AI raids
Replies: 5
Views: 1929

Re: Possible Mod to reduce AI raids

you could reduce the spawn rate of enemy squads using the construction kit
by Beesafree
Mon Mar 25, 2013 6:35 am
Forum: Modding
Topic: Meshes
Replies: 7
Views: 2416

Meshes

i didnt see any info on creating meshes for the game (if it exists please point me in the right direction...) i have this simple mesh i made of a small oasis: http://i.imgur.com/OEY1FrH.png i exported it to a ogre mesh file, and then tried setting it up in game - but every time i try to build it - t...