Результаты поиска
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Сообщений: 523
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Опубликовано: 06.03.2014, 21:19:03
Bulding Epoch ended. =)Добавлено (06.03.2014, 21:19) --------------------------------------------- Want someone help with this mod?
Need help with draw 128x128 or 256x256 icons for Wormpedia.
Like Hungry Strike, Mine Bird, Anon (/anon text), Pizza Delivery.
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Сообщений: 523
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Опубликовано: 20.03.2014, 22:07:35
Код <Tag><Untitled></Tag>
It's not always on <Untitled>. It's comment. Team17 use it somethimes
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Сообщений: 523
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Опубликовано: 22.03.2014, 23:31:29
I want make this topic for help Alex know where Xom_view glitches.
1. Is Problem with Worms3D hands when you edit this using AnimEditor. In game looks different than in Editor 2. When you save *.aud file then program add .xom always now.
Not Possible run some Worms 3D Beta files like:
************************* Data folder ************************* -HudTwk.xom Error "EListError: in AddClassTree() on MenuDescription [6] xom run -Local.xom Error "EListError: in AddClassTree() on MenuDescription [66] and Not have link 1 containers: XNone[1005], xom load 99,9% -MenuTwk.xom Program glitch. Not possible do anything. -MenuTwkConsole.xom 88% load but not sure this needed ************************* Audio ************************* FEnd.aud - 3.2% load sfx.aud - 0.5%
************************* Bundles ************************* Bundle02.xom -- Is problem with EarthQuake leafs XSkinShape
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Сообщений: 523
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Опубликовано: 30.03.2014, 17:57:04
In this tutorial I try write all important things with Worms 3D modding like:
1. How Make map with Textures with tutorial how to use some tools in W3d Map Editor + some tips for people who start modding. -1.1 W3DMapEditor How it Work: 2. How Add map to Multiplayer Menu (for test) - 2.1 Empty 3. How Add Map to Mission Menu -3.1 Empty 4. How make mission script file (Lua) - 4.1 Empty
1.1 W3DMapEditor How it work:
W3DMapEditor we can cut on 5 panels:
1.png
File: -Open Map... This option open map .xom(Worms 3D) and .xan(Worms 4/Worms Ultimate Mayhem)
-New Map This option clear map what you opened as last and make base for new map.
-Reopen This option is list of last open Maps and Texture lists.
-Open Textures List This option open *.txt files (Texture List file)
-Open HeightMap This option open Worms 4 and Woms Ultimate Mayhem HeightMap Land. Using it you can also edit Height Map.
-Close HeighMap
This option close HeighMap without save.
Import Objects:
Using this option you can open Random Level objects. This work only for Worms3D and for load objects you need choose Data/Bundles folder in choose folder menu.
Then open Menu with Landscape types:
2.png
When you choose landscape type it will appear in Import Object Menu:
3.png
-Import Map Using this option you can import Map. Imported map will be in Import Map menu:
4.png
-Import HeightMap
This option was created for Worms3D. Using this you can convert Worms4/Worms Ultimate Mayhem HeightMap Landscape to Poxel.
-Save Map As...
Using this option you can save your map: .xom(Worms3D) .xan(Worms4/Ultimate Mayhem)
-Save Textures List
Using this option you can Save Texture list for your Map. This option is blocked until you not load Texture list.
-Save HeightMap
Using this option you can save your HeightMap(Worms4/UltimateMayhem) This option is blocked until not open HeightMap.
-Import 3ds...
Using this tool you can convert 3D models to Poxel. But you can't import here full objects. Best result for import 3ds models you get when you cut model to more primitives models like Sphere,cube etc.
When you press on it you will see Import 3ds menu:
5.png
This menu we can cut to 3 parts: Options: -Top Smooth Top/bottom surface will smooth. -Side Smooth Side surface will smooth and have wave form. -HeightMap This option was created for import 3D land to poxel. When you check it unblock VoxDiv. As in other 3D models better cut to parts for get more quality and more voxel map.
Poxel Menu:
-Poxel Size X Here you choose how many voxels you want for X axis.
-Max Layers Here you choose how many layers you want for Y axis.
-Poxel Size Z Here you choose how many voxels you want for Z Axis
-Layers Smooth If checked then layers for poxel looks more smoothy.
-Quality Layers Smooth Default is 0.0500 if smaller then object is have better smooth quality.
-VoxDiv This option is mostly used for convert Mountains,Rock objects to poxel. Like canyons.
Buttons: -Default Clear all user data and make it default -Open Using this option you can import 3ds models -Cancel Off Import 3ds menu
Edit: -Undo Back to your previous move -Redo Back to your last move -Delete Delete object if selected
View: -Views You can choose what kind of view want use. Default it's Perspective.
-Multi Windows It open you 4 view in one windows.
6.png You can off it when press again this option.
-Show Grid Show Grid It's also limit for HeightMap size. Default runned.
-Wireframe Show/Hide wireframe lines on Poxel. Wireframe demands additional loading on processor, therefore if your speed is small recommended off.
-Textures If you have Loaded Textures List and Loaded Textures you can On/Off it view
-Show Dummy Show/Hide Dummy and Emmiters.
-Show Worm Show/Hide Worm Spawn. Emmiter should have in Lib CheesyGrinWorm Options:
-W4 Emmiters Fix (in view) position for worms 4 emmiters in Editor.
- Hide Name Show/Hide Names of Dummy or Emmiters.
-Show Points In Poxel Edit Mode show/hide invisible poxels on editing Object. If you delete poxel then you can make visible it use Fill Mode apply new texture code.
-Water Show/Hide Water Level of map
Show 3D model This run when you Import 3ds model. You can Show/Hide it
Options: -Box Mode If your map very complex and you have slow speed, then use Box Mode.
-Cull Face For incredible speed inside face can be to hide. For it use Cull Face.
-Style To open form Style editor. Here you can change color of Gradient.
Active Color - color controller if active. UnActive Color - color controller if unactive. User Style - active/unactive color as setting by User. Default Style - active/unactive color on Default. System Style - active/unactive color from System Palette.
-Select Language
Default language is English, but you can use other languages. For change language press Options -> Select Language... -> Select... and open file of language *.lng (Russian.lng, Spanish.lng, English.lng).
Сообщение отредактировал Woitek - ВС, 30.03.2014, 19:19:24
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Сообщений: 523
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Опубликовано: 15.04.2014, 00:44:12
I want ask. I make this short part of tutorial on forum. But not sure how make other part. How you want present of tutorial about How make map? Video? Screens? What better?
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Сообщений: 523
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Опубликовано: 07.05.2014, 02:00:36
I will crate Deathmatch X. This deathmatch is different than others because:
Humans have two worms with 120hp
CPU have five worms with 60 hp.
When you kill 5 CPU worms then spawn two Health crate with 30hp and one with weapon what have random weapons. When you collect one crate then spawn next two. First crate give you 8 ammo next one 6 and last one 2. First crate give low class weapons like bazooka next one low,medium class weapon like Bazooka,StickyBomb,Dynamite and last one give you Hard class weapon like Megamine,Bananabomb,HolyhandGrenade. When you kill first time all CPU then CPU respawn in random spawns (4 total for all CPU) and prizes:
If you win 10 waves then you get GOLD
if you win 5 waves then Silver
if you win 1 wave then Bronze
Tricebondus is angry =) Добавлено (02.09.2013, 16:34) --------------------------------------------- Download coming soon. Добавлено (03.09.2013, 19:30) ---------------------------------------------
Добавлено (03.09.2013, 19:31) --------------------------------------------- Need fix... Maybe Tricebondus help me ;d Добавлено (07.05.2014, 02:00) ---------------------------------------------
Beta test stable version
Сообщение отредактировал Woitek - ПН, 02.09.2013, 16:33:36
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Сообщений: 523
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Опубликовано: 02.06.2014, 19:23:43
Tunngle is ok =)
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Сообщений: 523
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Опубликовано: 29.06.2014, 22:45:34
I have in plan Make DM X-2 but need think how will look gameplay for this new one.Добавлено (29.06.2014, 22:45) --------------------------------------------- I upload soon all my work but not sure I will make more mods in soon future. Have other game project what need end...
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Сообщений: 523
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Опубликовано: 01.08.2014, 17:05:42
and?
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Сообщений: 523
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Опубликовано: 01.08.2014, 20:19:18
Eee this my video but not understand why he put this here. He want this or what? I not release it but can
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Сообщений: 523
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Опубликовано: 01.08.2014, 20:20:10
If want sticky bomb download Extreme-Pack. In wormpot.lua you have information how it work.
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Сообщений: 523
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Опубликовано: 02.08.2014, 02:06:56
Not sure you convert it. Orginal Pipegun anims are in low and med detail w4worm. But this models have little different anims keys so need convert... also orginally pipegun have anims. I reacreate them. =) I add this weapon soon need find files
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Сообщений: 523
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Опубликовано: 02.08.2014, 14:33:04
Team17 delete beta animations from High model but they miss delete it from med and low. Also in Beta worm model work little different that's why need ReIndex for correct run in w4worm.
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Сообщений: 523
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Опубликовано: 02.08.2014, 17:41:18
I not understand what you write. Anyway I tell you how it work because it's kind of lesson =).
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Сообщений: 523
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Опубликовано: 06.08.2014, 17:50:22
Possible only in worms 3D
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Сообщений: 523
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Опубликовано: 07.08.2014, 16:35:36
How you want make animation for pigeon? This pigeon not have bones. and for what you want add texture function to this cube? Make cube model and replace it with normal model
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Сообщений: 523
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Опубликовано: 15.08.2014, 23:53:02
Pffff Matter? hahahah. It's TheKing97 problem not my =). I'm here for give tips
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Сообщений: 523
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Опубликовано: 16.08.2014, 03:58:30
http://www.mediafire.com/downloa....ack.zip
Game engine got upgrade.
-Possible now put x4 times longer scripts files what allow users to play Worms 4 mission what need more code. -Game get upgrade to animations limit. Now possible load x3 time more animations. Very helpfull if you want make worms 4 anim conversion or make own animations.
-Poxel and theme objects engine have upgrade. Possible now load more voxels maps and theme objects.
-Now possible load more emmiters in game. It fix problem with too many Napalm bombs fire on map.
-Other stuff like amount of string,containers,AI arena size,FrontendArena,camera was increased.
DLL:
- Was fixed bug that after quit from NTX map and start a match with no NTX textures will not change to standard.
--NTX now allow to change main bundles of game like Bundle04 and theme objects. --NTX now allow change sky for each map. --NTX now allow change .aud files what can give own music and sounds in your map. --NTX now allow change main xom of game for each map like tweak.xom,parttwk.xom,weaptwk,camtwk etc.
Textures:
- Textures featured all textures from Worms 4 - Theme objects from worms 4.
Others:
- HD Icons + Big maps is working now
Requirements: 1. Worms3D + Patched to v.1073
2. Worms3D Mega Pack v3.50
Сообщение отредактировал Woitek - СБ, 16.08.2014, 04:04:38
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Сообщений: 523
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Опубликовано: 18.08.2014, 00:13:44
No. This not xom_view glitch it's your error. I wrote you what to do on skype do it.
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Сообщений: 523
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Опубликовано: 26.08.2014, 00:00:10
Test: Shop - 0%
Progress: Worms 4 missions: 6/25
Worms 4 Challenges: 0%
Worms 4 Tutorials: 0%
5 new weapons:
Super Banana Bomb - 100% French Sheep Strike - 100% Napalm Strike - 100% Ming Vase - Miss animations for worm, Improve icon to HD Mine Strike - Need make HD icon
New wormapedia Icons -33% //Think need redraw some icons because quality of some are not very good.
Сообщение отредактировал Woitek - ПТ, 12.09.2014, 23:54:54
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