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Messages - Frogs Friend

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1
Or you could tie a rope to a hilt and keep it suspended.

Hang on, doesn't Damocles have a patent on that?

2
Monomolecular katana, making a badass sword even more badass!

Great idea, but where would you keep it?

'I'll just put it on this shelf.....slice, clang.....damn'
'What about this stylish carry-case? ..... slice, clang..... damn'
'How come wherever I leave it, I keep finding it back in the basement?'

3
Discussion / Re: Impressions of 2.5 11/1/12
« on: November 03, 2012, 10:12:33 pm »
Hmmm, you're right, Apply Dressing would be better for a Zombie game.

     ' a little seasoning with your brains sir?'

4
Discussion / Re: Impressions of 2.5 11/1/12
« on: November 03, 2012, 04:48:02 pm »
'First Aid', 'Apply dressing', 'Bandage' or 'Patch up' spring to mind.

5
Artwork / Re: Question about plant models and landscape textures
« on: February 04, 2011, 06:43:54 pm »
Oh please make some more shrubbery. I've been working on and off at adding more detail to the farm RMAs, as at the moment they are very empty and possibly the cleanest and tidiest farms I've ever seen.
When trying for a temperate climate look it's pretty much limited to 1x tree (chestnut), 1x (very transparent) fir tree and a couple of slightly tropical looking bushes/grass clumps.

A bit of variety in trees, bushes and grasses would make a world of difference. As would some new grass/terrain textures; the current grass textures are a bit too bright and clean looking.

Mind you, the last game I did any mapping for had about 500 ground textures and 200+ trees and bushes, so I may have become a bit spoilt  ::)

6
Mapping / Re: Door opening direction
« on: November 27, 2010, 05:17:55 pm »
Thanks for the info, I'll not worry about it for now. For any doors I add before that update I'll just position them better so that they don't overlap each other (i.e. opening one door blocks another alongside).

Strangely, as it's my first try with the editor, the office is a reasonably accurate copy of a building I used to work in and in that building both toilet doors opened outward. Perfect for breaking the nose of somebody coming out of the office alongside. I don't think the architects really thought it through  ;D

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Mapping / Re: Door opening direction
« on: November 27, 2010, 04:59:36 pm »
Thanks for the quick response.

Yes, I've moved the origin across to the other side, but still no luck. Here's the map to have a look at:

 Office.zip

The two toilets are in the centre of the building. The left door (ladies) opens correctly, the right-hand door (gents) opens out instead of in.


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Mapping / Door opening direction
« on: November 27, 2010, 04:26:09 pm »
I've been having a go at some map making and can't get the 'direction/angle' setting to work on a door.

I have two independant doors in a wall leading to ladies & gents toilets, one of which should open into the room, swinging to the left (hinge anti-clockwise), that works ok. The other should open into the room, swinging to the right (hinge clockwise), and that one I can't get working right. No matter what number I put in the direction/angle value 0, 90, 180, 270 (and -ve values), they both hinge open anti-clockwise.

Am I missing something here or do all doors have to swing the same way ( :o )

Thanks in advance for any help you can give.

btw Love the game so far. I spent many happy hours with the original Xcom and this is everything I enjoyed, and more. Great work guys  ;D

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