Search results

  1. T

    Model Conversion

    I think that RADI affect to general collisions, but knowing that opration is manual that's all right. About of texturing, I can detach and attach objects on 3d studio, that's not the problem, the problem is where the 3dexploration read the UV coordinates on the bitmap. On 3dstudio I open the...
  2. T

    Confederation Structure

    I need of expert mans that know all WC fiction history and can respone a few questions about fiction. To a new mode dated on 2685 I need the last registers about confed structure and some opinions. All questions are 2681 year based: 1. Who is the Gemini sector Governor? 2. Could the...
  3. T

    Model Conversion

    Here some questions about Model conversion to SO engine. In first place I have a trouble when I traslate the model to .peo file. Although I do the rotation from 3d studio max, and although I can view the model rightly in "position" from 3D exploration, the peoview.exe ever read the model in...
  4. T

    strange prophecy iff files

    Using treman you extract all mat. Next using MatToBmp application convert all .mat to .bmp files. Next you can do two things: One is view the files from windows explorer, it can be a little hard because the game have many mats. Two, using modelc.exe you can use the "rip mesh" to get the mesh...
  5. T

    strange prophecy iff files

    I need a real black vampire and devastator please, tomorrow I'll publish a "real black panther" that I did changes on textures. ;)
  6. T

    WC:SO - Briefings

    Surelly IS NOT your complier... Look, first remove the functions and the briefing command on the MAIN function. Only let the property declaration on objects (properties brief and color) Test. If work then add the functions and delete all unecessary. AT THIS TIME don't add the MAIN briefing...
  7. T

    WC:SO - Briefings

    But you say that removing brief function you haven't errors?
  8. T

    WC:SO - Briefings

    Yes, Nav2 not exist but was a sample code to explain how briefiengs work, replace Nav2 by Nav1. Also you note ST_APPEARANCE_Stiletto is a constant pointing to a number. I send you all brief common functions, now to begin test quote comment some lines to avoid errors. You said that on a error...
  9. T

    WC:SO - Briefings

    Well as I promised here I send the necessary code on a common brief function There you can review and check with your code. Functions must be sorted as here there are, this, you put the brief functions at end and declare "brief" and "color" to each brief object. The command to open a briefing...
  10. T

    WC:SO - Briefings

    OK I'll look to publish some, now you have to wait until I going to my home this nigtht. :)
  11. T

    WC:SO - Briefings

    Jason, first forget the briefing, try run the mission without it. Comment "//" the briefing comand on the main function, when you don't get errors then begin with brief functions. ".srs" mission has not necessary a brief, test that and review if the same error appear.
  12. T

    WC:SO - Briefings

    Jason, I'm sorry but I have not spare time to review code, I can response you any question but review code is a lot of time. Your code repeat cap ships creation many times, it should be good if you learn how spawn ships, specially geting other ship or object coordinates, then, if you change...
  13. T

    WC:SO - Briefings

    Exactly, AutoPilot transport at the player to center of nav point, a trick is move the capship on a distance of that center when you reactivate the nap point, using SF_SetWorldPoistion.
  14. T

    WC:SO - Briefings

    Next of copy a UE example briefing mission, what error have you?
  15. T

    WC:SO - Briefings

    Quarto, are you follow my teaching support? What do you think about your pupil (me)? :p :p :p :p :p
  16. T

    WC:SO - Briefings

    Remove your B_Brief command declaration from M_Player and do as follows: The brief function is a property of the "object" declaration. As like you write main:"M_Player" you must write other line: brief: "B_Player" (don't remember exactly if is "brief" or "briefing" is the name property.)...
  17. T

    Hmm any updates for us?

    or maybe... until (standoff_complete = true) do begin AI_WaitSeconds(5); end; :D Prologue missions are finished, only lack some cutscenes and a general difficulty balance. Now, about comms I don't know... how are going the comms Q?
  18. T

    Cover up ops for old sins

    Yep, that's. When I'll announce officially the mod, I had thinking publish a worklist and the person to english traslator is one. While, I still assembling all mod background and writing spanish episodes.
  19. T

    More WCP Pascal Questions

    Many times you will use the AI_Waitseconds to ensure that the function run next of execute other functions. That's, as the engine is running many functions at the same time sometimes the engine itself need a time to adecuate own internal variables.
  20. T

    More WCP Pascal Questions

    Quarto, we could write begining with SF_ functions, because AI functions already are write on Thomas page. :). I could write that I know and next you complete others... what think about? :D
Back
Top