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 WH40k basic space marines. 
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Joined: Wed Jun 25, 2008 7:48 am
Posts: 61
Location: your mother's basement
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Post Re: WH40k basic space marines.
actually darkblade, that bit's armoured too :)

and sorry if i didnt explain properly duo, but everything is made of materials. it's all in materials.ini. their armour at the moment is Kevlared Flesh, military stuff and civilian stuff i think. if you want it to be ceramite you're gunna have to tell the program what cermaite is like, seeing as how it's a space marine thing it hasnt been coded in CC. so you copy a material to modify into ceramite...

Code:
AddMaterial = Material
   Index = 42
   PresetName = Ceramite
   Bounce = 0.6
   Friction = 0.6
   StructuralIntegrity = 100
   DensityKGPerVolumeL = 5
   GibImpulseLimitPerVolumeL = 50
   GibWoundLimitPerVolumeL = 1.0
   Priority = 15
   SettleMaterial = 149
   TransformsInto = 12
   Color = Color
      R = 140
      G = 140
      B = 85
   UseOwnColor = 1


now, that is by no means a well done ceramite copy, all i changed from the armoured flesh mat earlier is the index number, the structural integrity, the density, and the gib limits. now it's probably overpowered vs everything up to a high caliber sniper bullet.

to test it copy it to the top of your space marine "marine.ini"

then go through and replace all the materials on the arms and legs and helmets and torso with your ceramite. Try not to replace the mats on the gibs or the head. would be kinda weird if all of a sudden their foreheads were bulletproof. i dont care how much a fanboy you are, that's not in the fluff :)

and then, "whalaa!" ceramite...

fo course if you dont like it, try changing the values on the ceramite...

have fun :)

also the undefined number is the index number, there's only a certain number of materials, so you need to find an index number that's not being used... see the 42 in the code above...


Sat Feb 14, 2009 9:15 am
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Joined: Mon Jan 19, 2009 11:19 am
Posts: 18
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Post Re: WH40k basic space marines.
Well, it's practically kevlar plated rubber, as bullets do penetrate, as long as they are solid slugs.


Sat Feb 14, 2009 10:47 am
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Joined: Sat Aug 23, 2008 2:51 pm
Posts: 209
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Post Re: WH40k basic space marines.
So just for clarification:

Density messes with the weight of the object/armor while gib limits messes with how long until the armor gibs or would that be the Structural Integrity?

I'm going to start with the Ultramarines and go from there with the armor.

This is from Marine.ini:


Material = Material
CopyOf = Military Stuff
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 400
JointStiffness = 0.1 //0.1
// BreakWound = AEmitter
// CopyOf = Wound Bone Break
JointOffset = Vector
X = 0
Y = 0
DrawAfterParent = 1
GibImpulseLimit = 6500 //4.5k
GibWoundLimit = 40
// GibSound = Sound
// CopyOf = Bone Crack



The thing thats bolded/underlined/italicized I would replace with "cremite" or whatever I put into Materials.ini right? Is that all I would have to change?

EDIT: I added your code into Materials.ini and changed stuff in Marine.ini to ceramite.

Now I got an RTB or whatever aborted saying that the UseOwnColor = 1 is a problem. It says that it could not match property in line blah blah blah blah blah. I narrowed it down to UseOwnColor = 1.

Also, when it says something like Index 4 is undefined, that means I can use it right?


Sat Feb 14, 2009 3:26 pm
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Joined: Wed Jun 25, 2008 7:48 am
Posts: 61
Location: your mother's basement
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Post Re: WH40k basic space marines.
Duo9ace wrote:
Density messes with the weight of the object/armor while gib limits messes with how long until the armor gibs or would that be the Structural Integrity?


density also effects what can penetrate if i remember correctly...

Duo9ace wrote:
Material = Material
CopyOf = Military Stuff

also, yeah that's the bit you replace...

but the material should go into marine.ini, i make sure to never change base.rte not after what i accidentally did to my copy of build 19, that also makes mods self sufficient.

also, yeah you should either set UseOwnColor = 0, or delete that line, i'm not sure how needed it is...

Duo9ace wrote:
Also, when it says something like Index 4 is undefined, that means I can use it right?


yes, but you want to make sure that it actually is undefined, i think #4 is being used, but the undefined bit is commented out..

yeah, i just checked, and #4 is being used for Xenocronium

Darkblade wrote:
Well, it's practically kevlar plated rubber, as bullets do penetrate, as long as they are solid slugs.


yeah :) you're probably right, i agree that's probably the weakest point in their armour...


Sun Feb 15, 2009 2:53 am
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Joined: Sun Feb 15, 2009 4:59 pm
Posts: 52
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Post Re: WH40k basic space marines.
Haha, nice mod! The Heavy Bolter eats dropships like candy! I've made a mountain of junk to the west of Maginot!

'Course, you need an Assault Marine to boost outta the way fast enough when they fall... ;D

So, working on a lascannon yet?


Sun Feb 15, 2009 7:31 pm
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Joined: Thu Feb 12, 2009 11:27 pm
Posts: 9
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Post Re: WH40k basic space marines.
What he needs is heavy flamer and assault cannon for termies, and a dreadnaught.


Sun Feb 15, 2009 7:49 pm
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Joined: Thu Feb 12, 2009 1:47 am
Posts: 1182
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Post Re: WH40k basic space marines.
wat we need is a half decent tyranids mod...


Wed Feb 18, 2009 3:04 pm
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Joined: Mon Feb 02, 2009 9:18 pm
Posts: 618
Location: Ancient Hispania
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Post Re: WH40k basic space marines.
Uberman77883 wrote:
and a dreadnaught.

I'm trying to contact Ivan with dread-sprites but the project its not progresing...


Wed Feb 18, 2009 5:04 pm
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Joined: Mon Feb 02, 2009 9:18 pm
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Location: Ancient Hispania
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Post Re: WH40k basic space marines.
3POK_PHALE wrote:
wat we need is a half decent tyranids mod...


please, don't go by all current factions saying this ♥♥♥♥, go to suggest forum...
or all the people its gonna ignore you, its a good suggest, but this isn't the place.


Wed Feb 18, 2009 5:07 pm
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Joined: Thu Feb 05, 2009 6:39 pm
Posts: 413
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Post Re: WH40k basic space marines.
May I use your beam gun(don't know the name) code to make my own beam cannon?


Tue Mar 10, 2009 9:12 pm
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Joined: Sun Jun 03, 2007 2:12 pm
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Post Re: WH40k basic space marines.
khhm, its a modified numguns code :oops:, but you can :grin:


Tue Mar 10, 2009 10:00 pm
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Post Re: WH40k basic space marines.
Lol, thanks. I'll give creds Come to think of it, this mod is just other peoples code and sprites with modified atomgroups. I probably won't release it because none of it's mine :D .


Tue Mar 10, 2009 10:42 pm
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Joined: Mon Mar 16, 2009 1:13 am
Posts: 1
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Post Re: WH40k basic space marines.
Hey guys, just wondering if you could help me with a little problem I've been having with the mod...

I'm getting an error message which reads:

'Abortion in file.\system\reader.cpp, line 530, because: Referring to an instance ('tiny smoke ball 1') to copy from that hasn't been defined! in SM.rte/devices/weapons/machineguns/bolt pistol.ini at line 59!'

Any help would be appreciated. Thanks in advance.


Mon Mar 16, 2009 1:17 am
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Joined: Mon Mar 23, 2009 8:19 pm
Posts: 77
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Post Re: WH40k basic space marines.
Jimmy103 wrote:
Hey guys, just wondering if you could help me with a little problem I've been having with the mod...

I'm getting an error message which reads:

'Abortion in file.\system\reader.cpp, line 530, because: Referring to an instance ('tiny smoke ball 1') to copy from that hasn't been defined! in SM.rte/devices/weapons/machineguns/bolt pistol.ini at line 59!'

Any help would be appreciated. Thanks in advance.


Um, try re-downloading/installing. There's absolutely no reason you should get that error considering that everything required is in the .rar file.

If that doesn't work, look for the part of the 'bolt pistol.ini' (open in notepad) at 59 where it's referencing the 'tiny smoke ball 1' and comment out the entire section.

Should look like this, it's the // that makes CC not read it. Also there are two section that reference the tiny smoke ball, make sure to get both.

Quote:
//AddEmission = Emission
//EmittedParticle = MOSParticle
//CopyOf = Tiny Smoke Ball 1
//InstanceName = Sniper Smoke 1
//LifeTime = 200
//GlobalAccScalar = 0.0
//ParticlesPerMinute = 1
//BurstSize = 5
//Spread = 0.3
//MaxVelocity = 1
//MinVelocity = 0


Tue Mar 24, 2009 1:33 pm
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Joined: Thu Feb 12, 2009 1:47 am
Posts: 1182
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Post Re: WH40k basic space marines.
i think this mod needs a LITTLE TINY BIT more stuff...


Tue Mar 24, 2009 3:28 pm
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