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Topics - Puffluna65

Pages: [1]
1
Meshes / ~A Few Meshes~
« on: December 22, 2012, 02:58:50 am »



Y O U   M A Y:
Use this work in your maps
Link others to this page
Modify textures (MUST link others back to this page!)
Oh Yes, and before I forget. Please read all the read-mes, there are tips about the meshes. Please?

Y O U   M A Y   N O T:
Re-publish this work as your own
Claim anything (Unless given PERSONAL permission)
Link others to the mediafire downloads
Post work on DA
Do anything stupid. You should know your limits.  c:




Crooked Log

Don't give this mesh its own collision! Use a box!
Download



Temple

Don't go in the top section, you will fall right through it. If anyone can fix that, feel free to. Can you find the lion avatar on the temple?
Download

Roe Buck (The best mesh there is. c:)

This amazing mesh was incredibly hard to find. But, I have done it, keeping my realistic promise. I hope you love it as much as I do. There are two textures, to see their names read the ReadMe file. c:
Download

2
Game Help / Urgent Help with a texture please!
« on: December 16, 2012, 05:52:51 pm »
Okay, so I have partially finished the coding on the Firework weather that comes with the game. The only thing that doesn't work is the texture. If anyone knows where the texture is in the weather particle file, please tell me! I will paste the section of the weather material file where the fireworks are found. Once again, please do this ASAP

Code: [Select]
particle_system Weather/Fireworks
{
    material Flare
    point_rendering            false
    particle_width             20
    particle_height            20
    cull_each                  false
    quota                      3000
    emit_emitter_quota         500
    billboard_type             point

    emitter Box
    {
        name                    mainEmitter
        emit_emitter            explosion
        angle                   30
        emission_rate           3000
        time_to_live            3
        direction               0 1 0
        velocity                200
width           10
        height          10
        depth           0.1
    }
    emitter Point
    {
        name                    explosion
        angle                   180
        emission_rate           2000
        time_to_live            2
        direction               0 1 0
        velocity                80
duration                0.1
        repeat_delay_min        2
        repeat_delay_max        3
    }

    affector LinearForce
    {
        force_vector            0 -100 0
        force_application       add
    }

    affector ColourFader
    {
        time0                   0
        colour0                 1 1 0
        time1                   0.5
        colour1                 1 0 0
        time2                   1.5
        colour2                 0 0 0
    }
}

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