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Hello!
After being in the EV community a while and always saying I was going to make a plug-in, but never have, I finally am.
But, of course this means I'll need a little help.
Right now I'm developing a "preview" for my upcoming plug-in. All is going well except for one thing that I can't figure out:
How do you get the text in the bar to appear? I understand that it is a desc, but I can't find what resource calls for the desc's ID number (nor can I figure out if there is any relation between the desc's ID number and the spob's ID number).
And another question...
For those of you who use Inspire 3D or Lightwave: How do you go about making sprites with these software programs? Maybe I'm just being dumb, but I sure can't figure it out.
Thank you in advance for anyone who can give me a little help or some pointers...
------------------ -Lobster LobLobster@aol.com
Quote
Originally posted by Lobster: ** How do you get the text in the bar to appear? I understand that it is a desc, but I can't find what resource calls for the desc's ID number (nor can I figure out if there is any relation between the desc's ID number and the spob's ID number).
**
On the second question: 1)You render the ship model in 36 different steps as it rotates a full circle, in 10 degree steps from 0 to 350. These rendering are saved in a variety of formats. 2) Then you need to convert these to the 8bit sprite graphics PICT and a B&W; mask PICT that EVO uses. Several programs can help with this step including PICS2sprite, p2s, m2s and pcs2s. 3) Then you create the combined ship/spin/PICT/DESC resources. EVEdit, Resedit or ShipWrite (specialising in ship editng only) can help here.
p2s, m2s, pcs2s and ShipWrite can be found on (url="http://"http://www.sutherland-studios.com.au/family/evo_software.html")http://www.sutherlan...o_software.html(/url)
and the others elsewhere on the Ambrosia and Apple sites.
Cheers Ralph
------------------ R & R Software
Originally posted by Ralph: **On the second question: 1)You render the ship model in 36 different steps as it rotates a full circle, in 10 degree steps from 0 to 350. These rendering are saved in a variety of formats. 2) Then you need to convert these to the 8bit sprite graphics PICT and a B&W; mask PICT that EVO uses. Several programs can help with this step including PICS2sprite, p2s, m2s and pcs2s. 3) Then you create the combined ship/spin/PICT/DESC resources. EVEdit, Resedit or ShipWrite (specialising in ship editng only) can help here.
p2s, m2s, pcs2s and ShipWrite can be found on http://www.sutherland-studios.com.au/famil...o_software.html
Well, that certainly makes sense. Thanks a lot! Now I just need to figure out how to do that with Inspire3D
I just downloaded ShipWrite. It is awesome. Great job!
Originally posted by Lobster: ** Hello!
on the first question. there is a relation between the ID numbers. can't remember it right now but you should just get Pontus Ilbring's EV Formula Calc(or EVO Formula Calc) from the addons page.
------------------
Whenever I'm in doubt, I just open up the EV Data Files, and work it out on the spot. It's farily simple, mostly it's just a case of adding or subtracting 128 and other assorted numbers...
------------------ Grybs. (url="http://"http://www.grybs.com/harzius/")Harzius Productions(/url)
If your talking about the Spaceport bar, then just use EV Dev Map to do it, as that has got built in bar descriptin majigies. If you don't want to, then I think that the bar desc is something like 'Planet ID' - 127 + 10000.
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I think it has something to do with the IDs.
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the bar dësc corresponding to spöb 128 is 10000, 129->10001, etc.
------------------ if tin whistles are made of tin, what's a fog horn made of?
Originally posted by nighthawk: **the bar dësc corresponding to spöb 128 is 10000, 129- >10001, etc.
Almost what I said. 1 out.