Robert Space Industries wrote
Raised: $4,074,997RSI: $2,667,881 Kickstarter: $1,407,116
Goal made?
Robert Space Industries wrote
Raised: $4,074,997RSI: $2,667,881 Kickstarter: $1,407,116
Goal made?
This one has been without a dual-boot PC for roughly 10-18 months.
I had put aside my work with Linux as my focus went to my job, and most of my PC work was done in Notepad.
Well, no more!
So, I am looking for a Linux Distro.
I used to have PCLinuxOS, piddled with Ubuntu, did some PC repair work with Kubuntu, screwed around with Red Hat, played with Puppy and I forget what all else.
So, I throw it up to you lot.
What Linux distro should I give a spin this time? I will confess I liked that my distro of PCLinuxOS was very bare-bones. That is, functional, and using very little resources beyond what I wanted/needed.
So, your thoughts?
Skotty. wrote:
You could do it the same way as the wrecks in FL were made. Use/create a Fuse that makes it drop all its loot and give it healthpoints. If you want to make it hidden you can make it a NON_TARGETABLE solar with destructible = true. People won’t recognize it until they actually destroyed the asteroid.
Vital wrote:
You can make it some kind of NON_TARGETABLE depot with asteroid archetype and invisible cargopods, try to make appropriate fuses so that the more players hit the asteroid - the more cargo will gradually come out…
And look through Adoxa’s plugins
Both of these are sort of what I was thinking about. Will report back once I start fiddling with some actual asteroid fields, since I need to tackle the asteroid field and exclusion fields before I can put the rest into practice
Yeah, I am green
Cheers
-Sparta
Hey all.
Its been a long time since I last posted. I have been piddling with some system modding, and have a project I am working on.
The problem is that I am trying to create something I have never touched on.
I want to create a mineable asteroid- not an asteroid field- that is large in size. I want it to be something like the wrecks you find in Vanilla, as far as dropping things.
Is this something really all that feasible?
Thanks for any advice/insight you can provide.
Peace.
-Sparta
turned out reasonably well.
I messed up when I imported the dds back to the mat, but otherwise it went fine. ^_^
writes note to self to fix ship texture transparency later
the ship isn’t pretty or anything like that, but it was just a very basic test of how colors look in game versus in my image manip program…
okay, cool.
I will post back here later, I am sure, with updates or whatever.
thanks.
-Sparta
Am starting to help my local FL community by working on the mod.
I decided my first hurdle to jump would be to do texturing.
The thing is, I can’t for the life of me get my head around this enough….
I want to pull an existing texture off of an existing ship and piddle with it to make a baby step forward, but I can’t seem to figure out how to separate the material- the texture- from the completed model and what be it.
Can anybody give me a tutorial or a link to a tutorial on where to start?
Sorry for the newbish/noobish question, but I am getting pretty frustrated