Draconis115 wrote:I have a question some people can get the cube parts (and some more) 2 different colors with building textures on a spaceship. (like the IAE spaceships) how did they do that?
I am not quite sure of what you are talking about, but at a guess i would say that it is probably just the texture they use, as many of them have two different colour areas you can choose. If you wanted to properly find out you would need to post an example.
Also This thread is a great Thing of beauty, not exactly something i would want to read at once, like you say in the OP, but it is like a reference book, just something you can dip into when you need to
If it is alright i would like to just say the few tips i have in this post, i'm not sure if that is how this thread works, but what harm can it do.
My tips on vehicles:
Remember the four ship like body parts are very useful, and can be rotated using tab to form a good aerodynamic shape:
Decide before starting on your vehicle whether you want it to be curvy, as in the example above, with smooth shapes and a sleek design, or boxy, with sharp edges, as this will influence everything about the vehicle.
Boxy designs generally suit rugged vehicles, and will usually have dark, grey or black paint schemes.
Curvy designs are elegant vehicles, designed for speed and will often have pale and shiny paint schemes:
Also the jet setter wing part is a very useful part, play around with the morph handles on it, and it will make some unique shapes.
Another good part to use is the Nemo Peeper (Effect,row 2, column 4) especially when painted using the texture Page 1, Row 4 column 3 or 4.
My tips on Adventures:
Always have notes on what the plot will be for your adventure. Do this in a notepad document or other text document. Just write simple notes, i will show you a brief snippet of the notes i have for my next adventure:
(act I) -Start storyline with talking to 3 officials in building A
-Harikou gives overview of encroaching storm, and sightings
-Bjorn talks more about the sightings
-Jiirik talks about anything left over evacuation and the shuttle that will pick Player up, and also of the next step
Also i could do a simple mecha tutorial sometime if you want pwur?
It doesn't have to be anything special, just as long as you understand what it means. You can change it as you go, and as the limitations of the adventure editor come into play.
This is a well known one, but you can use hidden goals cleverly to ensure there is an order within an act. IE have a shown goal to talk to person A. Person A tells you to talk to Person B, which is a hidden goal. It gives structure, but you have to be clever with it.