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Blog Comments posted by bead-v
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Good ideas there, SH!
bead likes!
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Are there any VOs of G0-T0's in the files where they forgot to apply the filter?
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Ha! Found it:
Remember, I did say slightly
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Oh yes, seen these trailers so many times when I played on the xbox! I miss those times! I especially liked the TSL trailer (probably just because it's TSL), though it was a slightly different version.
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I think what jc2 suggested is really important. The way I learned to script is by looking up how something I want to do is done somewhere else in the game. But sometimes particularly this issue got in the way, because sometimes things seemed like they just happened, so I didn't know where to look for the script. I learned eventually, but for the newbie, this is definitely important to cover.
jc2, in short, scripts can be fired by:
1. events
2. dialogs
3. ExecuteScript()4. some GUI events (the script is then listed in a .2da)
I think this exhausts the different ways it can be fired. Correct me if I missed something!
The first one needs a lot of comments, hopefully to be dealt with in the stream
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A New Module Designer/Builder
in Modding Tools
A blog by Cortisol
Posted
They may have different geometry – we had one example from Manaan where one vertex had different coords in the WOK, but this was lost on recompilation because MDLedit took the MDL AABB data by default (operating from the same assumption that they're always the same). As a result, the PC would get stuck trying to walk over that part of the walkmesh. It's possible that this was a manual fix only to the WOK, while the AABB node retained the original value.
But yes, generally, they're the same. According to ndix UR, this is probably a remnant of a client–server setup.
Nope, the "root node" is not a node in the same sense as its children, it doesn't have the same structure in the file format. The structure it has does not support controllers.