I was actually takling about the walls and their materials, the generators are quite well drawn and precise but maybe the yellow is a bit too bright in my opinion. again, impressive work on terrain
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#1
Unfinished / Re: [A17] CR-Natural Texture Overhaul (near ready for beta)
October 02, 2017, 09:29:22 PM #2
Unfinished / Re: [A17] CR-Natural Texture Overhaul (near ready for beta)
October 02, 2017, 08:46:37 AM
Impressive!
I agree with Spacedorf on the worldmap but i like the ship parts and terrain (tiles and vegetation)
not a big fan of the buildings but it's a matter of taste, that's quite an amount of work you did there already
I agree with Spacedorf on the worldmap but i like the ship parts and terrain (tiles and vegetation)
not a big fan of the buildings but it's a matter of taste, that's quite an amount of work you did there already
#3
Releases / Re: [A17] (v1.0) Rambo Weapons Pack
September 25, 2017, 03:56:03 AM
hey. not bad, quite the selection of fine armaments!
it seems the Lebel Mle 1886 is missing or the MAS 36 (to have fun in the jungle with the MAT-49 against PPSH and SKS) other than that, congratulations, this is some crazy amount of choice we got now.
bravo! c'est du bon boulot.
it seems the Lebel Mle 1886 is missing or the MAS 36 (to have fun in the jungle with the MAT-49 against PPSH and SKS) other than that, congratulations, this is some crazy amount of choice we got now.
bravo! c'est du bon boulot.
#4
Outdated / Re: [A17] Save Our Ship
September 20, 2017, 10:30:23 PM
oh man, this opens up a lot of possibilities!
thanks dude!
* pickbullmister goes playing with it for next few hours
thanks dude!
#5
Outdated / Re: [A17] Faction - War Mongrels
September 10, 2017, 05:31:13 PM
With the mod spree you guys did today, I'm starting to believe we should install broadband into each chicken coop.
Mind = Blown
you did a great job with the presentation and the graphics, i'm sure the coding is great, i'll be checking that ingame...
Mind = Blown
you did a great job with the presentation and the graphics, i'm sure the coding is great, i'll be checking that ingame...
#6
Unfinished / Re: [WIP] RimAviation: A modular aircraft mod
September 05, 2017, 02:01:54 AM
The plan for take off is to use the wall and roof layers to simulate altitude somehow:
-on ground = normal object behavior
-at V1 (take off speed) = rises from ground to roof height
-at V2 (nominal climb speed) = rises above roof height and is free to leave the map
we could refine a little with thick and thin roofs beeing obstacles at different heights but a drawing is often better than a long dissertation:
-on ground = normal object behavior
-at V1 (take off speed) = rises from ground to roof height
-at V2 (nominal climb speed) = rises above roof height and is free to leave the map
we could refine a little with thick and thin roofs beeing obstacles at different heights but a drawing is often better than a long dissertation:
#7
Unfinished / [WIP] RimAviation: A modular aircraft mod
September 04, 2017, 11:42:15 AM
Hello everyone!
I've been working on the idea of a mod that lets you build your own aircraft from parts: engines, cockpits, wings, fuselages...
the mod will have 3 benches for building such parts:
-Airplane Mechanic's Bench: Builds fuselages and various internal components such as seats and fuel tanks.
-Wing Monger's Bench: Builds wings, wing fuel tanks and control surfaces.
-Engineer's Bench: Builds engines (of course).
Planned Features:
-Research Tree
-Modular aircraft construction (faction colors used for painting?)
-Fuel consumption based on the number and model of engines used in the vehicle and wing area
-Realistic take-off: rolls first, gathers speed then gains altitude. (fiddle with OHU ships?)
-Aircraft Weapons, turrets, bombs and other various doodads.
So far I've been only tinkering with graphics and have only a vague idea of how to code it.
So if you're interested in helping me with that, be my guest.
Here's what I've drawn to date, I'm still unsure of the scale i should use:
J3cub/L-4 Grasshopper
Potez-25 (MOCK-UP)
Douglas DC-3/C-47 DAKOTA (MOCK-UP)
I'm open to any criticism and suggestions!
I've been working on the idea of a mod that lets you build your own aircraft from parts: engines, cockpits, wings, fuselages...
the mod will have 3 benches for building such parts:
-Airplane Mechanic's Bench: Builds fuselages and various internal components such as seats and fuel tanks.
-Wing Monger's Bench: Builds wings, wing fuel tanks and control surfaces.
-Engineer's Bench: Builds engines (of course).
Planned Features:
-Research Tree
-Modular aircraft construction (faction colors used for painting?)
-Fuel consumption based on the number and model of engines used in the vehicle and wing area
-Realistic take-off: rolls first, gathers speed then gains altitude. (fiddle with OHU ships?)
-Aircraft Weapons, turrets, bombs and other various doodads.
So far I've been only tinkering with graphics and have only a vague idea of how to code it.
So if you're interested in helping me with that, be my guest.
Here's what I've drawn to date, I'm still unsure of the scale i should use:
J3cub/L-4 Grasshopper
Potez-25 (MOCK-UP)
Douglas DC-3/C-47 DAKOTA (MOCK-UP)
I'm open to any criticism and suggestions!
#8
Releases / Re: [A17]SPQRim - an ancient age mod
August 19, 2017, 06:49:08 PM
Nothing bad to report so far, only the mediterrannean smithy isnt turning the ressources into unfinished object when making armors, and so we can't have info on work left. Otherwise i'm using a quite modded rimworld and i'm surprised it worked without problems, great work!
#9
Releases / Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.0
August 17, 2017, 12:15:01 PM
that looks funny! could we get a manbearpig?
#10
Releases / Re: [A17]SPQRim - an ancient age mod
August 17, 2017, 11:48:59 AM
Now that's something i've been waiting for!
Nice work, particularly the graphics, keep up the good work.
I'm off to test this thing for the next 10 to 40 hours...
Hail to Koni!
Nice work, particularly the graphics, keep up the good work.
I'm off to test this thing for the next 10 to 40 hours...
Hail to Koni!
#11
Releases / Re: [A17] Nackblad Inc Rimhair (1.2.2 - May 31) Updated to Alpha 17
August 13, 2017, 02:11:00 AM
Those hairs are really sweet, pixel perfect! The more physical variety among pawns, the better.
Keep up the good work!
PS: I love what you did with the Daria cast, could you maybe add the adults aswell? (Jake and Helen, Ms Li, Mr O'Neill, Mr DeMartino, Ms Barch? you also forgot Brittany and Kevin that seems like missed opportunities
Keep up the good work!
PS: I love what you did with the Daria cast, could you maybe add the adults aswell? (Jake and Helen, Ms Li, Mr O'Neill, Mr DeMartino, Ms Barch? you also forgot Brittany and Kevin that seems like missed opportunities
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