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1  General Category / Introduce yourself / Re: hi all! on: March 25, 2010, 12:21:30 AM
Sorry for your loss, Maximinus. See you and good luck.
2  Development / Graphics / Modular Walls. on: March 18, 2010, 10:16:53 PM
A new attempt to make modular walls. This is a kind a pre-mademetal hut. C&C welcome and needed. (size is the game final one. modelling95% done, texturing some 60% ready)
3  General Category / General Discussion / Re: Name of game on: March 16, 2010, 09:47:19 PM
Since apparently the source is Wasteland..
Frozen Lands, maybe...
4  Development / Graphics / Re: (Request) Correct way to put and test new graphics in-game. on: December 12, 2009, 10:02:25 PM
I got the feeling that the problem had something to do with the player: the point is I didn't touch it.

Full log: (Barra, how did I attach it at irc last time?)

5  Development / Graphics / Re: (Request) Correct way to put and test new graphics in-game. on: December 12, 2009, 07:15:04 PM
One .xml per sprite?!? This really is terrible!
For the record I based my .xml on the working broken_truck one.. And this is how Barra put the rest of my graphics in game. Just take a look at my beds, for example.
6  Development / Graphics / Re: (Request) Correct way to put and test new graphics in-game. on: December 12, 2009, 07:03:11 PM
I'm trying to put my car in game.. Can anyone see anything wrong here? :

<?fife type="object"?>
<object blocking="1" id="red_volvo" namespace="PARPG" static="1">
   <image source="car_000.png" direction="0" x_offset="-50" y_offset="-55" />
   <image source="car_045.png" direction="45" x_offset="0" y_offset="0" />
   <image source="car_090.png" direction="90" x_offset="0" y_offset="0" />
   <image source="car_135.png" direction="135" x_offset="0" y_offset="0" />
   <image source="car_180.png" direction="180" x_offset="0" y_offset="0" />
   <image source="car_225.png" direction="225" x_offset="0" y_offset="0" />
   <image source="car_270.png" direction="270" x_offset="0" y_offset="0" />
   <image source="car_315.png" direction="315" x_offset="0" y_offset="0" />

I got a working .xml and edited it. Each time I try to put my car in game I have to import the file from scratch..

Last lines of the log file:

imported object file objects/scenery/volvo_300/red/normal/red_volvo.xml
imported object file objects/buildings/gate/archway_gate.xml
--- Loading map took:  1.48399996758  seconds.
Traceback (most recent call last):
  File "run.py", line 168, in <module>
  File "run.py", line 164, in main
    app = PARPG()
  File "run.py", line 105, in __init__
    self.model.loadMap("main-map", str(TDS.readSetting("MapFile")))
  File "C:\FIFE\clients\parpg\scripts\engine.py", line 288, in loadMap
  File "C:\FIFE\clients\parpg\scripts\map.py", line 155, in addPC
AttributeError: 'NoneType' object has no attribute 'behaviour'

What's wrong?
7  Development / Graphics / Re: [WIP] Parking Lot/Mall on: December 12, 2009, 10:28:27 AM
I say your tiles look better that the one we're using right now (although probably the guy who did the mapping simply used the same tile over and over..). So please go on.
I think we could make building snow accumulation as separate scenery pieces. I'm also afraid we'd need some snow ON our assetts as well..
8  Development / Graphics / Re: [W.I.P.] Main Mall. on: December 11, 2009, 11:16:18 PM
Just to show I'm doing something, don't go crazy.. And no, no in-game shots for now.

9  Development / Graphics / Re: [WIP] Parking Lot/Mall on: December 11, 2009, 02:32:49 PM
Congrats Artifice, your tiles are very good  Cheesy
10  Development / Graphics / Re: [WIP] Parking Lot/Mall on: December 09, 2009, 02:29:07 PM
Damn good! Keep up the good work Grin
11  Development / Graphics / [W.I.P.] Main Mall. on: December 08, 2009, 07:52:07 PM
Hello everybody. I chose to tackle the main mall. I also chose to give the modular walls a try:
I decided that the main building will be some 50 floor tiles wide. The main gate currently in game is this building main entrance. It's 25 tiles wide.. And this makes a HUGE building, trust me.

The two main elements are secondary entrances which are required by both the main mall and other buildings in the techdemo compound. They're exactly 10 tiles wide. They could be sliced in ten pieces wall-like, or kept as scenery props.. This will be decided in a later stage.

The right element is the basic "brick" of the building wall. 5 tiles wide. To be sliced, of course.

The left element is an early W.I.P. of one of the corners of the outdoor portion of the wall.

Despite modular walls I think that roofing will have to be rendered as one piece sprites, and indoor areas loaded as separate maps. This or the player will have to costantly look through the roof semi-clear "filter". Until we get completely clear roofing this will be our best looking choice, or so I think.
Anyway, all this is in a VERY early stage, so lot of room to improve.
C&C, thoughts and tips welcome and needed.
12  Development / Graphics / Re: (Request) Correct way to put and test new graphics in-game. on: December 08, 2009, 01:13:19 AM
Thanks Artifice, I'll try this asap  Cool
13  Development / Graphics / Re: (Request) Correct way to put and test new graphics in-game. on: December 08, 2009, 12:49:30 AM
Well..  Any map would do.  The point is to put stuff in game fast, easily and in a fail-safe way. I already saw that if graphics are put in game the proper way, then they don't crash the game.
14  Development / Graphics / Re: [WIP] Car on: December 08, 2009, 12:44:35 AM
Well, changing colour was easy: the paint is on a different layer than rust. I made three versions: blue, green and yellow.
you'll find this in the finished stuff thread, anyway:
15  Development / Graphics / Re: [Finished] Tech-demo 1 progress report on: December 08, 2009, 12:38:01 AM
Wrecked car uploaded (sprites/model/textures, ticket 236).

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