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Topics - Nikodemus

Pages: [1] 2 3
1
Development Deliberation / exporting smooth objects from blender to CS
« on: February 10, 2010, 01:53:43 pm »
I'm on windows and i have blender2cs 0.7.0 exporter installed, but while in some older version i had no problems finding the smooth property for an object in the exporter menu I'm not seeiing it anymore.
Who knows where is it or how export objects as smooth to CS from blender?

2
General Discussion / in-Game time in realtion to real time.
« on: November 18, 2008, 08:06:56 pm »
So, what arguments have we got? Yes, i would like logical thinking without personal PoV if it matters or not and if people can bend, walkaround or do what they like with the time. There needs to be clear logically supported answer to all flaws players may move.

So, i don't know right now how many in game hours there are in rl hour. It can be checked and i'm guessing it to be 6 in 1.
The question is, Is Yliaken hour shorter than rl, or is it equal and the time goes faster?
In other topic i pointed out we would be running really fast and with the time relation i'm guessing here, it would b 180km/h (while i'm reffering to a rl hour) If it is in game hour, we are running 30km/h, what is just fine.
This lead to an assumption that within a rl hour we can do 6 times as many things in game. Can we really?
If it comes about game mechanics, then yes. If there comes about player input, than no. No, because how fast your character speak is strictly dependent of how fast you can type. You don't type 6 times faster in rl, so it means that when you intend that your character say hello, it takes 6 times longer than it should: and sounds kinda like: hhhhhheeeeeelllllllllllloooooo

So there is a conflict up there. While the game mechanics can simulate the time going 6 times faster.. can we think, write and react 6 times faster than we normally would?

3
The Hydlaa Plaza / thunderbird inbox
« on: May 25, 2008, 05:44:51 pm »
oh it is going to be fun.
I gues we all hate creating loads of forum accounts everywhere and right now i dont want to create some help me account on some thunderbirs help forum.

I installed new AVG 8.0 it scanned my comp, founf something what it though are viruses and other stuf and among things, it broke my thunderbird inbox.
No backups. Nothing.
stupid AVG

So I'm checking my thunderbird profile deep inside folder structure and i'm seeing this thing:
inside ...\Thunderbird\Profiles\y4djdmwo.default\Mail there are 4 folders.
Local folders
and 3 different folders from my three different e-mail addresses.

Each have mnore or less the same files and inside each are files:
inbox
Inbox.msf - gues it has something to do with the first file.

the inbox file is huge in all 3 folders corresponding to the 3 different e-mail accounts
the folder "Local folders" has "inbox" file too, but it is tiny. Probably it is so only because i have got these 8 notifications from PS bugtracker ;s

Thunderbird displays all messages i have sent as before, except now it doesnt know which e-mail accounts i used to sent them.
Also everything clasified as spam and everything in my bin is there. What a relief, i wouldn't want to lost that, would you? *joke* :-\

Help me please, i have no idea how to fix this and in the interwebs there is info only about backing up from backups. But have no backup. I have only 3 big "inbox" files in my 3 folders corresponding to the 3 different e-mail accounts and i have no idea how to make thunderbird to read that again.

4
Fan Art / Modellers
« on: May 19, 2008, 06:21:32 am »
I understand a lot of you consider themselves low skilled, but i think you're underestimating yourself. How come you often make really nice pieces of stuff, but there is no time for something more serious? Why not make something simple for the city contest, for Amdeneir?
I understand you may have not much time, but i'm sure if you wanted, you could find some. Like devs are developing this game within their free time. They do have it, why won't you try to find some too? ;)
Someone is worried about giving away some vital right for their artwork?
Where are the other teams members? Why won't you try to help? Are there no modellers within you willing to improve their skills? Does it really matter that much what will you model?

Speak about anything what you think. Am i missing some vital information? What's it?

5
Development Deliberation / character bounding box
« on: March 31, 2008, 03:44:33 pm »
What's the shape of character bounding box?
I'm interested with the largest box of all player character, its dimensions in the widest intersection. If it is a square, im interested with its diagonal :)


6
General Discussion / Auctioning
« on: March 29, 2008, 09:26:58 am »
I see numerous auction shouting in city(s) exactly as it was before. With one exception. Now because of introduce system i have completly no idea who is shouting, so i can't look around for the label.

There is easy solution to this problem people. When you auction, dont forget to write where are you. Noone in PS can say where from is the voice coming, so tell your location. Like ...by the tree ...by the small furnance ... by the logs. As far as i can say each city has its marketspace decided by players to be the best place to focus attention, these places are well known and new people learn them too. There are usually many unique structures within it.

I saw someone shouting his name at the end of sentence, but i dont feel like introducing to a person i cant even see or know where to look. Not a good idea.

7
Forum and Website Discussions / what's in a table row
« on: March 08, 2008, 04:26:36 pm »
What is in that table row i colored red ?
Assuming normal users don't see it.

8
Development Deliberation / how to deal with 2-sided faces
« on: March 07, 2008, 02:54:32 pm »
I'm wondering what would be wiser to use:

12 faces is less than 16, but the 16 faces mesh looks a lot more real. It is impossible to look from certain angles that some faces are invisible.

9
Forum and Website Discussions / Forum icons?
« on: February 24, 2008, 08:14:32 pm »
Don't you think the icons you see day after day just don't.. match?

Make new ones!*
I have a reguest.
I could now start making all the little images all around like , or , etc.

These images can be any shape, really any shape, but when you think about it, think where you would like to see them - almost any place. Be creative, but think about ergonomy and the overal layout of the forum and as I edited it. Use .png with transparency, 16mln colors.
*If you still don't know what for, this means you didn't click the link above

10
Forum and Website Discussions / Made a forum userstyle
« on: February 02, 2008, 09:32:19 am »
It's really increadible what you can do with css, far more than basing on classes and ids only.

Thx to this i started a userstyle based on the default Karyuu's skin.

Use only over default skin template
This style was done under Firefox 2.0, browser which to my knowledge reads css best. (though 3.0, which i don't use yet read it even better).
You can try this userstyle with Opera or oher browsers, which support userstyles too.

For firefox, instal the "stylish" add-on and paste this into new blank style window:

In this version position:fixed is absolute instead and the body background will no longer be visible when you scroll down. (by this you avoid scrolling glith)
Use this version   (old version) with position:fixed if you don't care about glithes.
Code: [Select]
{ I moved the code to the files linked above. }No screenshots, as you will know far better what you comment, when you viev it by yourself. Though feel free to make screenhots to describe your comments better.

11
Forum and Website Discussions / Skinning.
« on: January 08, 2008, 08:13:17 am »
Some time ago I have been told about that stylish add-on for FF and it turned to be perfect tool for skining.
Although forum admins could add the css to the forum styles, they are busy and doesn't always do it, so here I post what i made once, so everyone can use it and the few implement as fix. Though for the later, without !important tags, as they aren't real css.
Code: [Select]
@namespace url(http://www.w3.org/1999/xhtml);

@-moz-document domain("hydlaa.com") {

/* Input boxes for header*/
div.headerbodies input
{
   font-size: 12px !important;
   color: #9DBBBF !important;
   background-color: #1E323A !important;
   border: 1px inset #00262E !important;
   padding: 1px 3px 3px 3px !important;
   font-family: Tahoma, arial, helvetica, serif !important;
}

/* All input elements that are buttons for header. */
div.headerbodies input[type="submit"]
{
   font-size: 12px !important;
   font-weight:bold !important;
   color: #C3E3E1 !important;
   background-color: #2E5D6E !important;
   border: 1px outset #133A45 !important;
   padding: 0px 3px 2px 3px !important;
   margin-top: 1px !important;
   font-family: Tahoma, arial, helvetica, serif !important;
}
div.headerbodies input[type="submit"]:active
{
   color: #AAD8D5 !important;
   background-color: #2A515E !important;
   border: 1px inset #133A45 !important;
}

div.headerbodies select
{
   font-size: 12px !important;
   font-weight:bold !important;
   color: #9CC7CC !important;
   background-color: #1E323A !important;
   border: 1px inset #00262E !important;
   padding: 0px 0px 2px 0px !important;
   font-family: Tahoma, arial, helvetica, serif !important;
}

/* All input elements that are buttons. */
input[type="submit"]
{
   font-size: 12px !important;
   font-weight:bold !important;
   color: #EDD9B9 !important;
   background-color: #634843 !important;
   border: 1px outset #624F44 !important;
   padding: 0px 3px 2px 3px !important;
   margin-top: 1px !important;
   font-family: Tahoma, arial, helvetica, serif !important;
}
input[type="submit"]:active
{
   color: #E2CAA4 !important;
   background-color: #523B36 !important;
   border: 1px inset #624F44 !important;
}

}

12
Forum and Website Discussions / Flash!
« on: October 05, 2007, 10:08:04 am »
You can add an image to your post. Why can't you add swf animation? its an object.
Why do i have a feeling that you can't and thats because the insert flsh button doesnt really work? ;P
What it does is: it insert a link ;P like you couldn't put it there normally ;>

13
Forum and Website Discussions / A blue hole!
« on: September 07, 2007, 04:00:33 pm »
I mean, boo!
i look and i see a blue hole in the forums ! ;o
 
* Nikodemus is shocked


14
PlaneShift Mods / New nikos skillwindow GUI mod.
« on: August 28, 2007, 07:35:53 am »
So, Naekis in his recent topic has motivated me to update my own piece of mod a bit.

Besides all the new arty elements, I eliminated the duel points coz as far as i know they are going out \o/
The window is thinner than the previous production of mine and i suppose uses the space more efficiently.
No images for the two other skins though.
The backdrop image is here
the xml is here

Oh and in case you wondered where the hell get that title bar, it's here
And a note about borders we define in xmls. This one has borders off. I drew them by hand, including the title bar. Due to nature of the xml borders, if you set them back to visible, you won't see these a did, because they all will be overlayed. That in case someone was borders freak ;P

There is a screenshot:




15
General Discussion / Cogs, ha!
« on: August 13, 2007, 09:32:32 am »


So, this are winch cogs! Texture really great, design makes me badly disturbed when i look at it ;P
Knowing quite a lot about 3D graphics, i realise its quality-face count compromise. But it could have been made better! If this won't be changed in winch, maybe the future machinery designs will be made with this kept in mind, more sense ;>

Look at their shape and now look at: 

They are almost nowhere near close to this.
I gues first cogs ever invented wasn't that precise,
PS case, but what we see in PS, makes no sense.


The spaces beetwen each "teeth" are too big. So big that i doubt the cogs can rotate at all. Additionally, look at the three bigger cogs in the upper part of the screenie. Isn't the distance beetwen them too big? I assume these cogs were supposed to work with another (they are in the same plane), but they can't ;P
I propose to decrease the distance beetwen cogs (look at the greyscale scheme) and their design too. I propose to use 9 "teeth" for a medium size cog and add one more side to each "teeth", what will look like this:
http://psgrafika.republika.pl/cogs.swf
In comparison to winch cogs, this one will have 48 faces more (one more teeth and 4 faces more a teeth, coz of shape change)
and it would be beautiful, if in PS the cogs rotated from time to time ;> To make the animation, i used one bone a cog.

I want to comment on the cog axis too. In the winch it is made as prism with square base, where texture is imitating a round cyllinder. Think, from tehnical point of viev it doesnt have to at all! It may be even a prism with triangle base. On such a prism, the cog has no chance to get loose! And the axis has round ending only in the wall, where it is mounted and where player can't see what's inside, so it doesnt have to be modeled at all ;D
If the cog is supposed to be loose on the axis, it again is round only hidden by the cog. The axis isn't rotated, thus animated. It is static.
I think both solutions are good.

There are two more alternatives to the cog shape.
http://psgrafika.republika.pl/cogs-l1.swf
and
http://psgrafika.republika.pl/cogs-l2.swf

What we have in PS currently isn't really a making sense and good option ;) Finally, i think that if you devs can't spent time on this kind of design, maybe you will let someone else, who is wanting? *Nikodemus blinks*

I except many replies ;P

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