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My Time at Portia enters Early Access on Jan 23rd 2018!

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Messages - XxIcarusxx

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+1 reset position is annoying and specially if you have a bunch of isos.

C'est génial, merci pour cette traduction ;D.

Je suis sûr que ça va intéresser plein de monde. Il faudrait aussi l'annoncer sur le forum Steam, avec au passage un lien pour vers le  tuto d'installation de la traduction ou un tuto fr rapide :) .

Please allow to Ctrl C and Ctrl V commands to copy/paste text and import/export them/from editor

Also, one of the main annoying stuff I have encounter is that you can't correct a previous text mistake without deleting everything until the end of the text. You can't use arrows or mouse to go back earlier in the text and correct your error like in simple text software.

To finish, please do something about isos files, they countain materials /decals (on the left side) that have been used during iso creation process but that not still in the final iso, and it make materials/decals more complicated to chose if there are similar ones.

Planet Explorers ISOs / I.A.D Armor (WIP)
« on: January 01, 2017, 05:11:04 PM »
undergoing Icarus Armament Division armor project.

The helm is finished with more or less light variants. I progress slowly on the remaining armor parts of the set because of irl activities :/ so don't wait it for a while, or partially.

! Advertive ! For character without hear (until devs allow to hide hairs for custom armor)

Helms + Visors combinations:

Helm A (V) & B (Flat) ->      N°1, 2, 3 and 4 visors and variants.
Helm C and variant ->        N°6 visor and variant.
Helm D and variant ->        N°7 visor and variant.
Helm E ->                           N°2 visor. (reinforced faceguard)
Helm F ->                           N°2 visor. (reinforced faceguard)
Helm G ->                           N°8 visor.
Helm H ->                           N°10 visor.
Helm I and variant ->          N°9 visor and variant.
Helm K ->                           N°11 visor and variant.

Visors colors:
(Default) visor use orange material.
b visors use glowing blue materials. (interesting to use for smalest one)
g visors use the same grey steel material used for the armor. For armored helms.

Visors are decoration separate from the helm, that make them easier to paint or for changing material, they also look more sharp than on a full helm.

 Edit: Helm ulpoaded to Steam workshop

General Pathea Discussion / Happy New year 2017[marked]
« on: January 01, 2017, 11:53:13 AM »
Happy new year to PE community and Pathea team for 2017  ;)

Planet Explorers ISOs / Re: Armor thread[marked]
« on: December 29, 2016, 09:19:55 PM »
Hello, sorry to unrip this thread but I have to point the issues that occur with decals if you try to build a full armor set that cover the whole body by using them.

1. Reminder: Decals have 2 options, emissive and diffuse.

- Emissive has the bad property to shine in the night like in daylight (not good in multiplayer pvp), but allow to use transparency property of the pictures used as decals.
- Diffuse are darker in the night as they should be but transparency property of pictures are not allowed.

2. Decals cover every other isos in their area of effect. Not really anoying in normal use, it is more annoying for armor creation because you have use emissive option even if you are 100 % precise while making decals transparency, and while placing them just cover the armor parts, there will always be overlaps issues between decals at each articulations and moving make them weird.

I'm not using decals myself because too much decals cause frame rate issue on my laptop. However I have seen a large amount of armors pictures on deviant art that could easily be used for making armors. But actually because of cumulated decals issues I'm not sure it worst it except if armor parts don't cover the articulations. (That could also explain why none of the armor set using decals I have seen before, have been completed or released)

I find the iso decoration part very interesting to use. But his default position is odd. Exemple for head armor part [rotation x=0 y=0 z=0] you have to place decoration like this [rotation x=0 y=90 z=-90]

Here used for making sharp helm visor.

Also the character default position is very odd, is shoulders seems too much placed backwards, like he was forced to to show is belly and keep an unnatural position. That also cause shoulders armors to be placed too much backward in stanby position while the during battle animation they are approximatively placed correctly.

Hello, I have just started a new story mode and ulpoaded some iso objets but they are not at the place I have placed them anymore after loading save. Occur with each saves loading.

Also I have stuttering issues each 5 seconds, but it only happen in story mode.

Planet Explorers ISOs / Re: Raider - Dune 2000 color panel
« on: December 28, 2016, 07:22:05 PM »
Can you re-upload it, please?

I really want to reupload it but there is something weird with the actual game physic that make it explode after 1~2 minutes of use  :P . Also, this is not the kind of bug that can be corrected by using editor.

So reuploading it is just pointless with an issue this big, sorry  :-[.

Decorative side air vents for factories.

That all actually :d

These are few random stuffs saved from my colony before a previous reset. Maybe you could find them some utility.

Landing platforms for small to medium aircrafts, medium to large aircrafts and smallest battleships.

Big Hangar side walls with inner frame and exterior frame. (without numbers)

An modular wall system of 8x8 blocks for colony and outpost inspired from old STR games, for changing from usual simple walls.
Personnaly one of the better way I have found for spending dirt and marble that overflow of my inventory.

Exist in 3 versions
Tier 1: Dirt & Marble
Tier 2: Marble & Steel
Tier 3: Iron & Aluminium

Turret base that can be linked to other parts on the 4 sides.
Two sides walls and corners.
One side walls and corners.
3 extensions (First alternative for increasing wall size or adapt it to the landscape. Second alternative is to use arrows and pg up & down for chosing the height of the wall and use extrude pg down on every selected square blocks only)[don't move mouse or biso position will reset]
2 entraces wide enough for bigger doors. (If you want to use doors, use previous method for selecting the height of the entrace while placing it)

These walls were mainly made with the slope tool, slope blocks cover more space than normal blocks for less resources.

Remarks and suggestions for improvement are welcome.

Protoform General Discussion / Re: New Game - Protoform
« on: December 10, 2016, 10:56:16 PM »
The game have an interesting concept and the character design look pretty good  :)

Planet Explorers ISOs / Re: Icarus Armament Division thread.[marked]
« on: December 10, 2016, 11:52:32 AM »
can confirm, as soon as your tires are in line in a specific bigger angle you vehicle starts to get damage... 10° seemed fine btw. (but i wasn't able to climb hills without getting a burning bike)

Sorry for the delay before the answer :p

I find this issue very harmfull because there could be pretty cool designs that could be done in this way T_T. An iso made at 45° could give a render far more different than an horizontal normal iso made following the reference plane. Also this issue didn't exist before so why it happen actually?

I have fixed the issue with my aircraft a way more easily than expected with ultra flat vtols resized x2, but there was only 1 place for them :p. Now it can fly with Aluminium in a pretty cool way like a copter but there still an issue, the loss of altitude.

Before uploading it, I need to find what is exactly the issue, it is possible that vtols types and airship thruster type(as propulsion) are not compatibles for working together, wherever they are placed (many tries). Iso will finish to reach the ground slowly or qwickly

The SteamPunkGun is just awesome  :)

Planet Explorers ISOs / Re: Icarus Armament Division thread.[marked]
« on: December 05, 2016, 01:31:14 PM »
Hello, I have a lot of  irl works that request me to stay focus for some days more, so I don't really have the time to play actually. The trick given by Felonius will maybe help me to exploit another options but I don't have the time to try them. It could possibly fix most my aicrafts issues if I make correct changes. Regarding the dropship I'll try to keep airship thrusters as main propulsion first, because it look more cool in this way. If I'm not able to do like this I'll use them in your way. The main issue is to balance and  hide vtols at the same time.

Unfortunatly these is not a limit cap of 4 airship thrusters for keeping them as take off power and propulsion simulteaneously.

Also there is such no resizing tricks for ground vehicles that could help to reduce weight and allow them to climb small slopes.
And it seems also the ground damage tolerance is heavily reduced if the hull is not mostly vertical with wheels at the same level, even if the ground is mostly flat .

I didn't run into bumps and trees.

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