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redsaurus

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Everything posted by redsaurus

  1. There's no way that particular mod will work with the mac version of JA, but it wouldn't be too hard to add the colours as said before. JA++ would probably be a better place to look than OJP as the OJP code isn't GPL.
  2. The problem is that the jetpack isn't set up properly in code to do all the different animations, but adding boltable cape support shouldn't be too difficult codewise.
  3. I still don't understand what doesn't work, but never mind :| (and you can just copy the pk3s off your discs if you have the disc version, you don't need to run the PPC-only installer)
  4. yeah, the 'MBII' folder goes alongside base, and the stuff in the base folder goes in, well, the base folder.
  5. http://community.moviebattles.com/threads/23082-Mac-FAQ?p=764356&viewfull=1#post764356 replace the MBII_Mac.pk3 in the MBII folder (which I guess would be in library/containers/stupidlylongpath/) with that one
  6. You can use MBII with the mac app store version.
  7. One thing about the planet thing: your new one looks nice, but I think the moon should actually be on the orbit line.
  8. I think that wudan had a python script that fixed JK2 models for JA years back. (aha!; probably dependent on some of the other scripts in that folder)
  9. well there's an AAT vehicle that might shoot properly in CMP prison
  10. I think that AAT was made by Hatrus, if you mean the CMP prison one?
  11. That's all exidl, I've only contributed ~ 4 lines towards it
  12. (here they are: http://redsaurus.net/makingmacmods/ i'm planning to add more but have been distracted by the source release / uni work)
  13. any chance you could ask your raven contacts about including the mac stuff? I'll try via aspyr, but might be good to ask raven too..don't really want to have to redo all the porting stuff if i can avoid it
  14. From a quick look it seems like there are some parts where the mesh hasn't been split at seams.
  15. Yeah, you don't have to mess around with that stuff for the modbase version of the sdk - it also automatically makes pk3 files and puts them in your base / mod folder.
  16. I was thinking a bit more on how to do this properly. Originally I'd been planning to send the different model names and surface on/off lists hidden inside the color1 and color2 fields, as they get passed on by the server, but I'm a bit worried about the amount of data being sent due to the number of surface on/off options. That would allow anyone with the clientside part to see anyone else with a model constructed in this way provided they had the original models, which is good. The other option is to have .frank files that describe which parts of which models to use, which will cut down on the data having to be sent, and perhaps make more complicated frankensteins easier to handle, but will mean that people will need your .frank files to see your frankensteined skin. Thoughts? (sorry if this post makes no sense, I should be asleep really :/)
  17. http://web.archive.org/web/20090302011630/http://www.richdiesal.map-craft.com/tutorials/gc102lsn3.html
  18. oh, um, hi there again? i got a bit sidetracked, but i might do some work on this over easter.
  19. I suppose it might be doable in blender?
  20. (just to point out Objective-C is fully compatible with C anyway (and can be mixed w/ C++ code), and it's $99 to register as an iOS developer. if you're jailbroken you don't even need to be registered as an iOS developer)
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