Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.
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Modding Q&A | Locked | |
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Dec 29 2014 Anchor | ||
This is a topic for modding questions that doesn't require a dedicated thread. My first question is this: Edited by: John_Silver --
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Dec 29 2014 Anchor | ||
Are there any plans to have individual bits of glass have their own materials? (Front canopy gold, rear canopy not tinted) Like so Notice how the front glass is tinted gold, and the rear glass is clear as.. glass. |
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Dec 29 2014 Anchor | ||
Yes, it is possible, but that is something I recommend the modeler to do when mapping the surface.
No I don’t think so. |
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Dec 30 2014 Anchor | |
Something I need a detailed knowledge of: And if there's a way to change particle size/color without photoshopping the respective sprite. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Dec 30 2014 Anchor | ||
Yes you can change in the *.particle file.
1 unit is 1 meter, but the particle can have affectors that change the size of the particle over time, like this one for example:
this reads: IMPORTANT!, the Interpolation affector is not found on the particle editor I published earlier, it must be added by hand as for color
if the values are not the same they will create a sort of rainbow effect the color also has its own affector, but this one can be found in the particle editor:
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Jan 5 2015 Anchor | ||
Not quite modding, but still. I found out some reasons why FAB-500 may be so overpowered. Which one could cause power overload? Edited by: John_Silver --
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Jan 5 2015 Anchor | |
Warhead .ini defines explosion AoE as well so there's that. Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Jan 6 2015 Anchor | ||
In the YF-5 challenge where do the missiles spawn from? |
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Jan 7 2015 Anchor | ||
They spawn from the action, the action is setup to fire the projectile in the player relative position but with a high offset, aimed at the player and locked at the player @ John_Silver ignore the damage value in the projectile file, the true damage is configured in the weapon file. but this is a great heads up because I´m going to tweak the warhead values and this ways I won't forget about this weapon |
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Jan 9 2015 Anchor | ||
so how do you make the missiles spawn action repeat itself until you die? |
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Jan 13 2015 Anchor | ||
No clue how I ended up getting this (That extra hardpoint poking out the belly) Out of this
Edited by: Boogie_Van -- Swing-Wing Crazy |
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Feb 24 2015 Anchor | |
Is there any way to make a launcher weapon fires its stored projectile upside down? -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Feb 24 2015 Anchor | ||
I can´t check right now, but there isn't option to set the roll angle for the stored projectiles? |
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Feb 24 2015 Anchor | |
I tried adding StoredProj_Roll line and nothing happened. Does turret subobject always require bone to work properly? Also is there's any way to add special equipment on main weapon like how to add it on SP weapon? -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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