Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Captain Mayday

Pages: 1 ... 17 18 [19] 20 21 ... 163
271
DF Modding / Re: VBASE - Modding standard (version 1.0)
« on: September 03, 2010, 01:31:16 am »
There's a lot of examples of using VBASE in various ways in my Legendary Lands mod.

272
DF Modding / Re: Legendary Lands 2010 - WIP - partial mod release
« on: September 03, 2010, 01:29:05 am »
Partial mod release

273
Life Advice / Re: How do stop being mediocre?
« on: September 02, 2010, 09:26:49 am »
I would like to see Huesoo develop his mediocrity.

HUESOO is evolving!

Congratulations! Your HUESOO has evolved into HUETWO!

274
DF Modding / Re: Archetypical Zoology Mod [VBASE]
« on: September 01, 2010, 06:54:18 pm »
I'll post what I have in terms of critters for legendary lands later, so you can borrow from them.

275
DF Modding / Re: VBASE - Modding standard (BETA .5)
« on: August 31, 2010, 08:11:33 am »
Aha, it appears that I have actually allowed for the front stripe on creatures with my body detail plan as follows:

   [BODY_DETAIL_PLAN:ADD_TORSO_TISSUES_WITH_DIFFERENT_TISSUE_FRONT_STRIP] #generally soft:hard for soft underbellies.
      [BP_LAYERS:BY_CATEGORY:BODY:ARG2:1:TOP]
      [BP_LAYERS:BY_CATEGORY:BODY:ARG2:1:LEFT]
      [BP_LAYERS:BY_CATEGORY:BODY:ARG2:1:RIGHT]
      [BP_LAYERS:BY_CATEGORY:BODY:ARG2:1:BACK]
      [BP_LAYERS:BY_CATEGORY:BODY:ARG1:1:FRONT]
      [BP_LAYERS:BY_CATEGORY:BODY:ARG1:1:BOTTOM]
      [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG2:1:TOP]
      [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG2:1:LEFT]
      [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG2:1:RIGHT]
      [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG2:1:BACK]
      [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG1:1:FRONT]
      [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG1:1:BOTTOM]
      [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG2:1:TOP]
      [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG2:1:LEFT]
      [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG2:1:RIGHT]
      [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG2:1:BACK]
      [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG1:1:FRONT]   
      [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG1:1:BOTTOM]

So that should suffice for anything with a different material.

If we're just talking about using the same material, with a different colour in a strip down the front, then you'll probably be looking at this sort of thing:
      [SELECT_CASTE:ALL]
         [SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
            [TL_COLOR_MODIFIER:RED:1]
               [TLCM_NOUN:hair:SINGULAR]
         [SET_TL_GROUP:BY_CATEGORY:BODY_UPPER:HAIR:FRONT]
            [PLUS_TL_GROUP:BY_CATEGORY:BODY_LOWER:HAIR:FRONT]
               [TL_COLOR_MODIFIER:WHITE:1]
                  [TLCM_NOUN:underbelly hair:SINGULAR]

This seems to work.
There is no way for me to do this for every possible colour combination, however. You are welcome to the method, though.

276
DF Modding / Re: VBASE - Modding standard (BETA .5)
« on: August 31, 2010, 07:34:24 am »
Doing that is actually exceedingly difficult.
The 'underbelly' body part was a legacy item of my own that did not function as intended. It is still possible to do what you suggest by using various amounts of coverage of layers of hair.
I believe I've done something similar with one of my creatures in the Legendary Lands mod, and it wasn't easy to set up.
As for your request for Albinism, I'll add it in as a variation. The request for expanded colour patterns falls outside the scope of this mod, so although I like the idea, I won't be adding it in.
Please feel free to create a heavily expanded descriptor_pattern_special.txt for general use, though. I'm sure that I could find use for it in my other modding.

277
Life Advice / Re: Relationship help.
« on: August 28, 2010, 09:08:45 am »
You mean sort of like this?


278
Life Advice / Re: Relationship help.
« on: August 27, 2010, 06:17:43 am »
I think he has already proved that he is without honour.

279
DF Modding / Re: A minimalist mod request
« on: August 21, 2010, 03:24:51 am »
The names I suggest:
Iron Ore
Unrefined Coal
Sedimentary Flux
Cluster Flux
Decorative Stone.

I see what you did there.

280
DF Modding / Re: Legendary Lands 2010 - WIP
« on: August 21, 2010, 03:21:12 am »
This is the file structure I'm looking at for the plant files.
I'm fairly certain that you're all reasonably competent at copying appropriate files, but would people prefer a batch file to assist?

Plant Files:
plant_veg_vanilla_standard.txt
This file will contain the vanilla plants with vanilla defaults.

plant_veg_vanilla_challenge.txt
This file will contain the vanilla plants with the altered harvest yield and growth times.

plant_veg_LL_standard.txt
This file will contain the vanilla plants, as well as the plants for Legendary Lands with growth times similar to the vanilla game.

plant_veg_LL_challenge.txt
This file will contain the vanilla plants, as well as the plants for Legendary Lands with the altered harvest yield and growth times.

281
DF Modding / Re: VBASE - Modding standard (BETA .5)
« on: August 21, 2010, 02:58:02 am »
So, I'm looking at further suggestions, or any requests for assistance in using this.
We're about 7 days off me deciding this is more or less done enough to give it a version 1 version number.

282
DF Modding / Re: VBASE - Modding standard (BETA .4)
« on: August 21, 2010, 02:50:57 am »
Have violated my own rule of not removing anything. Removed the Shadow body template, and the underbelly body part.
The reasons for this decision:
Shadow body is easily constructed from the CV for Six Tendrils and the body with head flag body part.
Underbelly was a legacy from LL, replaced by a more specific allocation of tissues rather than appending body parts.

283
DF Suggestions / Re: DF Internationalization to translate it
« on: August 20, 2010, 07:00:14 am »
I think this would be a great idea, although I believe that it's best to wait until the presentation arc is being focused on to handle this.

284
General Discussion / Re: Blocked from IRC
« on: August 18, 2010, 01:34:39 pm »
Try using a client like Mibbit. If it connects, you can ask on #help.

285
DF Modding / Re: VBASE - Modding standard (BETA .4)
« on: August 18, 2010, 09:16:34 am »
Perhaps instead of doing it that way, I could just create an _UNCLASSED suffix to a copy of the existing ones? That way you could just define whatever in your own mods.

Edit: this is the way I've decided to go. Guessing at what people might want as their classes would needlessly bloat out the creature variations, and really, adding a [CREATURE_CLASS:WHATEVER] to a creature is no great hardship.

Pages: 1 ... 17 18 [19] 20 21 ... 163