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Viewing 15 posts - 1 through 15 (of 98 total)
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  • in reply to: one mod, and two operating systems? #26046

    Cambo
    Participant

    It depends on your bios.. some of them have the ability to boot from a USB device, some don’t. (like mine, my Mother board is too old)

    Also look for instructions on how to install windows from a USB Keychain drive… i’ve seen a few slipstreamed versions of windows linked on http://digg.com in the last few weeks.

    Failing that you could prob. rig something with a Linux boot loader like Lilo or GRUB.

    Cam

    in reply to: ScorchWars Mod (StarWars Conversion) #24888

    Cambo
    Participant

    Governor Tarkin: Perhaps she would respond to an alternative form of persuasion.
    Darth Vader: What do you mean?
    Governor Tarkin: I think it is time we’d demonstrated the full power of this station. Set course for Alderaan.

    So here’s the textured version of the Death Star.

    Cam

    in reply to: Modelling for Scorched3D with 3D Studio Max #10956

    Cambo
    Participant

    You have to manually edit the ase files (small changes) to get them to work properly.

    I posted on this a long time ago, before we transfered the forums, so I can’t search properly for the page. And it’s been so long since I made an ASE model that I can’t remember what the changes were.

    It’s buried somewhere here in the forums, but under a different username (Cameron Smith – like the minimum system reqs. post in the general forum)
    Cam

    in reply to: ScorchWars Mod (StarWars Conversion) #24885

    Cambo
    Participant

    Couldn’t resist…
    even if the scale is a little off.

    oh and yes texturing is still the bane of my exsistance.

    in reply to: models without color (fixed) #25382

    Cambo
    Participant

    the usefull sizes are
    128, 256, 512, or 1024
    but a 1024 x 1024 bmp is ~1.3 megs or so.. so it’s a little large.

    Every material must have a texture as well. You can’t have a texture without a bitmap behind it, where as in milkshape you can.

    Cam

    in reply to: Pre-Release Question #24372

    Cambo
    Participant

    @.-*-.ShoCkwaVe.-*-. wrote:

    and please start an orginised post named:

    Cambos Custom Tanks please 😀

    GIMME GIMME GIMME !

    It’s coming, and when it arrives it will be better than you’re expecting… (and not quite what you’re expecting :wink:)

    Cam

    in reply to: Improving the solution for Blender modelling #24655

    Cambo
    Participant

    I’ve had my say… I wrote the first draft of the milkshape code.

    You think it’s bad now??? Try doing models with ASE models 😉

    Not that I’m shooting you down… it’s just that I figured it was the best solution at the time. Blender wasn’t an option when we started to add the new format (and if it was, it was very soon after coming out of closed source)

    Also the milkshape format added options we didn’t have before:
    Proper texturing
    Multi-texturing
    Alpha textures
    Named groups

    We also haven’t implemented some of the features in the milkshape format (mainly animation) so if you want to look at a new model format make sure it can handle all the features of the old one, as well as what you want in the new one.

    Cam

    (And if you say .X file format I may have to hurt you 😈 … the format is fairly easy to understand, but just try and write a program that will open it properly— even the MSDN documentation on it is wrong)

    in reply to: Pre-Release Question #24370

    Cambo
    Participant

    I know about that… (it’s faster to use ctrl-t to get to that window).

    It’s just for a lot of my stuff I can’t use/find a 3-view for the texturing, and go from several photos instead. (ie. The Skoda M11 – which I can only find in black and white anyways) So I end up having to man handle textures manually, which is a pain.

    It wasn’t that hard for things like the cannon tower, and the hawk missile system, but for these models it’s a little bit more difficult. (they’re a little more complicated, and my photoshop skills have atrophied.)

    The one thing I wish milkshape had was a button to return the texture coords to the original way it was before you transformed it with a view. Sometimes I’d like to have the unwrapped default view again.

    Cam

    in reply to: New tank models – post & get here #23038

    Cambo
    Participant

    It’s been sitting half-textured on my hard drive…..

    Here’s a rough version.

    It falls under the same heading as this

    Cam

    in reply to: Pre-Release Question #24365

    Cambo
    Participant

    I forgot about this one as well.

    Cam

    in reply to: The "Serenity" #23512

    Cambo
    Participant

    Same thing could be said about thalidomide, or ddt.

    It also seems that the chemical has a cumulative effect.

    It took people in europe serveral generations to realize that mercury, was a cumulative toxin, and that it made you mad before hand.

    hence ‘Mad as a Hatter’ and the mad hatter in Alice in Wonderland, mercury was used in the tanning process… and they didn’t connect the dots for quite a while.

    Cam

    in reply to: The "Serenity" #23508

    Cambo
    Participant

    Without oxygen in the the gunpowder you woudn’t get an explosion you’d get a small fire, that burns as fast as it can suck in oxygen.

    Any explosive has it’s oxygen built in, because that’s the only way to get oxygen to the combustion fast enough… (traditional sense of explosion…. technically burning wood is an explosion as well… just a very slow one)

    In Blackpowder it’s Salt Peter that’s the oxydiser. KNO3 (http://en.wikipedia.org/wiki/Potassium_nitrate) the 3 Oxygen atoms in the molicule combine with carbon, and sulphor (the other two components of black powder) to produce C02 + N2 during the explosion. the conversion of solid to gas (which takes up more space than the solid) is what causes the explosion.

    Same thing applies to the solid rocket boosters of the shuttle, they’re a form of gunpowder inside, they burn in almost zero atmosphere, because they’ve got oxygen built in.

    People reference rail guns and particle cannons in space combat, because they’re mainly energy weapons, and can be powered from the ship’s power source. That way you don’t have to lug around all the explosive to move the projectile, and have empty space for the propellant after you’ve expended it.

    Cam

    in reply to: The "Serenity" #23506

    Cambo
    Participant

    Ahh yes, the return of the K.E. (Kinetic Energy) weapon, but if that was a standard anti-aircraft weapon, you’d have to watch out for the shrapnel… Those rounds are designed to explode in proximity to a target, peppering the target with shrapnel like a shot gun blast.

    The only issue is that some of that shrapnel would come straight back at ya in space.

    It’s alot easier to use standard style bullets that don’t explode in space…. (they don’t even have to be bullets… anything solid would do) without the air resistance and gravity of earth the energy from the lifting charge should be more than enough to do some serious damage.

    The other thing to consider is that any projectile in space would/should be defeated by the anti-metor shielding…. Hitting a loose bolt, or even some chunk of asteroid while traveling at anything like usefull speeds would be devistating….

    KE = .5 * mv^2
    .5 * 1 gram (1 penny) * 11.12 km/s (escape velocity for earth)^2

    ==61,827,200 joules

    1 gram of gunpowder = 5000 joules (http://guns.connect.fi/gow/arcane1.html)
    ==12.3 Kg of Gunpowder ==0.01 tons of TNT. (1 ton of TNT = 2.38095×10^10 joules) (http://www.ieer.org/clssroom/unitconv.html)

    Get up to meaningfull fractions of C (the speed of light) and that penny turns into a multi-megaton bomb… but then again you use different equations when calculating KE at relativistic speeds.

    It’s good to see my Physics minor is doing some good in the real world 🙄

    Cam

    in reply to: Avitars #23899

    Cambo
    Participant

    I know he’s not in the new movie, but a Wallice and Gromit avitar pack without Feathers McGraw??!?!?!?

    SACRALIGE!!!

    Cam

    in reply to: Scripting Language For Scorched? #23815

    Cambo
    Participant

    time to look at:
    http://www.lua.org/
    or
    http://www.python.org/

    I’d do it myself, but
    a) I have to feed myself, and therefore have a job… that has insane hours…
    and more importantly….
    b) the code is fairly complicated, and all I’ve had time to look at is the weapon code, and that’s changed alot since the last time I’ve looked at it.:)….

    mmm so many interesting pet projects… so little *&#king time.

    Either way it doesn’t matter, because Gavin would re-write anything I did anyways… and there’s a reson for that; it would have to work 😛

    Cam

Viewing 15 posts - 1 through 15 (of 98 total)