I rarely make more than one change to a .gmf at a time: this makes it easy to know what's wrong if my component crashes. While up, the walls prevent box-rushing. Now a force field component should appear in your game. I rarely make more than one change to a .gmf at a time: this makes it easy to know what's wrong if my component crashes. Leave the first column at 0, and set the third column to -0.027 (approximately half the thickness, this centers the point) if you want. 1 is super shiny, 0 is absolutely dull. There are three types: Base, which includes the chassis, Axle, which includes motors and wheels, and Generic, which includes just about everything. It would be shaped like a ram plate, except it would have an energized look and be semitransparent. There are two versions: use the low resolution version if you play the game at 800x600 resolution, and use the high resolution version if you play at 1024x768 or above. So how do you make custom .gmf's without 3D Studio Max? Fishing Hook (MOD… Go to the attachment points and add Axle_F as an Attach qualifier. DISABLE_COLLISIONS determines whether or not this object can collide. Those are the most common things, but there are a plethora of other errors that can make your .gmf not work. To make the ram plate able to attach directly to the chassis, add Base_F to the list. Do not paste it into the middle of something! In this arena, bots fight on a platform suspended over a pit of glowing plasma that will heavily damage your bot as it shoots it into the air. MATERIAL_REF (not shown) is located at the very end along with BACKFACE_CULL. 1 is super shiny, 0 is absolutely dull. The Sims FreePlay (MOD, Unlimited Money/LP) ELECTRONIC ARTS. Editing .txt files is very simple and also quite powerful, perfect for beginners. Every { should have a } somewhere directly below it, and they will never be more than a tab apart horizontally. Then click the folder by 'Source' at the top to select which .gmf file you want to edit. By simply moving the mesh vertexes around, you can make an infinite number of different shapes. There are only a few things that can go wrong when you're just editing .txt files. COUNT tells the computer how many objects (or RIGIDBODYs) are in the RBCollection. In order to move the vertexes without messing up the component, you need to understand them. I still don't understand how TM_ROWs 0-2 work, so when I want to change which way a connection point faces, I just copy them from another connection point. Robot Arena 2 Beetle Bros Site. Change the file name to something else, like 'force_field.bmp'. I also know that the TM_ROWs for facing directly x, directly y, and directly z are: 100|010|001, 100|001|0-10, and 010|001|100. NODE_NAME is just the name of the attachment point. The brackets around all the stuff in the .gmf must always line up vertically (or in other words, there must be a { for every }). This lets you know exactly what is causing the .gmf to not work and you can more easily figure out what you're doing wrong. lugar donde puedes ver y compartir imagenes de bots de robot arena 2 It is helpful to know that the only place in the .gmf where you use spaces is in the ID and Attach of attachment points. These skins are stored in the 'maps' folder in the folder containing the .gmf. Then you would add all the other stuff: piercing, concussion, hitpoints, fracture, damagesounds, decal, attachsound, standard, hidden, mass, and sort. Because if there are two textures with the same name, they will get mixed up between the two components that use that name, even if the textures are in different folders. It will be used later in the RBCollection and possibly in the .txt file. You won't need to mess with the faces unless you completely change the shape of the object (f.e., turn a rectangle like the ram plate into a boomerang shape). Or perhaps you want to be able to stack force fields one on top of the other. The tab key is used a lot in .gmf's to make spaces instead of the spacebar. Each MESH_FACE is followed by 3 numbers, which are the numbers of the vertexes that they connect. To make another connection point, first highlight the ENTIRE attachment point like this: This color only applies if there is no texture, so you would need to delete the TEXTURE in the ram plate .gmf in order to see it. Change it from 4 to 5, since you added an object to the file. Ghosts of War WW2 FPS Shooting game 0.2.6 MOD Unlimited Ammo. You might be a little overwhelmed when you first see what all is required just to make a simple ram plate. Useful for online play where lag is a big issue, because this arena is about the least laggy you can get. I also know that the TM_ROWs for facing directly x, directly y, and directly z are: 100|010|001, 100|001|0-10, and 010|001|100. You will most likely be leaving these numbers alone, but it's good to know what they do because they're important. Minecraft 1.16.201.01 MOD All Unlocked. BITMAP determines what .bmp or .tga file to apply to this component. If you did everything right, the finished product should look something like this (but most likely with a different skin): MATERIAL_TRANSPARENCY determines how transparent this component is. Ported directly from the original Robot Arena, this detailed arena consists of a platform suspended over a nearly bottomless pit. Compared to its predecessor, it has many new features, such as the Havok physics engine and fully 3-D environments. This is the name that must be used for the 'passthru' parameter in the .txt file, or the NODE_NAME if there is no geometry proxy. You have no way of knowing this; normally you would guess between the cardinal directions mentioned earlier. Look near the top of the .gmf for the object count. To make the component semitransparent, find the MATERIAL_TRANSPARENCY line and set it to 0.5. The brackets around all the stuff in the .gmf must always line up vertically (or in other words, there must be a { for every }). A spinning blade hazard sits in the center, but for the first 1:30 it will be surrounded by walls. If left blank it will kill all opponents. Compile the .gmf. It always goes Point01, Point02, etc. UNYIELDING determines whether or not this object can move. In this case, the correct numbers for TM_ROWs 0-2 for an attachment point on the bottom edge happen to be 100|001|0-10. Spaces instead of tabs. So how do you edit them? Jetpack Joyride (MOD, Unlimited Coins) Halfbrick Studios. This might be confusing at first, so here's a picture of what it should look like. But where do you get these custom scripts? Or perhaps you want to be able to stack force fields one on top of the other. This could be the object count, material count, vertex count, or anything. The colors are in hexadecimal code (0xFFFFFF=white, 0x000000=black, 0xFF0000=red, and so on). It is possible to make a completely new .gmf from scratch, but it is MUCH easier just to edit the mesh of an existing one. Troubleshooting Robot Arena III. You will very rarely need to deal with more than 1, so you can usually ignore this. Or perhaps you want to be able to stack force fields one on top of the other. This could be the object count, material count, vertex count, or anything. MASS determines how heavy this component is. Feel free to mess around with some of those parameters to see what they do, too! This will be important later. There are too many, too few, or misplaced brackets. If the component has separate 'collision mesh' (which the ram plate doesn't) SIMULATION_GEOMETRY must be set to 3. I have found that it is helpful to un-compress RA2.cfz using one of the aforementioned programs to see what the .txt files look like for all the components. This step is exactly like skinning a bot: just use Paint Shop Pro, Photoshop, or whatever program you may have to put a nice force field texture over the ram plate texture. SIMULATION_GEOMETRY is a number that depends on the component's collision. If the count is too big, the compiler will give you "Run-time error '62': Input past end of file." That should make a nice, mean-looking cutting edge on the blade. Doing this isn't as hard as you might think! Your drawing should look something like this: I have found that it is helpful to un-compress RA2.cfz using one of the aforementioned programs to see what the .txt files look like for all the components. Let's give 5 coordinates of 0.7, 0, -0.055 and 6 coordinates of -0.7, 0, -0.055. It is helpful to know that the only place in the .gmf where you use spaces is in the ID and Attach of attachment points. In the case of the ram plate, the attachment point is right after the materials. This arena is built on a smaller scale for fighting antweight, beetleweight, and lightweight bots in. This page contains most of the Robot Arena 2 mods created by Clickbeetle and Firebeetle. It's useless and I don't know how it gets in there. This color only applies if there is no texture, so you would need to delete the TEXTURE in the ram plate .gmf in order to see it. This lets you know exactly what is causing the .gmf to not work and you can more easily figure out what you're doing wrong. Ignore one of the dimensions, usually thickness (for simplicity), which is in this case z, and then plot x and y. Those coordinates belong to vertex 6. There are too many, too few, or misplaced brackets. Materials: This section of the .gmf near the beginning determines how the component is skinned. FRAG Pro Shooter (MOD, Unlimited Money) Oh BiBi. It is the sequel to Robot Arena. Enter time(1) to start it again. Let's give 5 coordinates of 0.7, 0, -0.055 and 6 coordinates of -0.7, 0, -0.055. Monster Wheel - Huge, damaging monster truck tires that you can run over your opponents with. A good rule for determining whether or not a bracket should be in a certain spot is to see if they line up vertically. You can make as many connection points as you want on a component and give them as many attaching properties as you want. You only need to change this number if you add or remove any materials, which you won't at this stage, so you can ignore it for now. The official arena for BBEANS AI tournaments, second version. I still don't understand how TM_ROWs 0-2 work, so when I want to change which way a connection point faces, I just copy them from another connection point. 805 likes. Just remember to add 1 to the object count for every additional point you put in. MATERIAL_SHINE and MATERIAL_SHINESTRENGTH determine how shiny and reflective this component is. FRICTION determines the friction of this component. This could be the object count, material count, vertex count, or anything. Subway Surfers 2.10.2 MOD Coins/Keys/All Characters. level 1. MESH_FACE is one of the 'sides' of the object, the stuff that connects the vertexes. You will very rarely need to deal with more than 1, so you can usually ignore this. You'll only need to do a bit of editing in a small section of the gmf. So to put the attachment point on the bottom edge, set the second column in TM_ROW 3 to -0.202. Honestly, there are a lot of things that can go wrong when editing .gmf's and it can sometimes be hard to find the problem if it doesn't work. To make an energy blade weapon, we don't want the component to look like a ram plate. It always goes Point01, Point02, etc. A lot of this information comes from http://www.robotarena.com/exporter/comp_file_format.htm. I've listed a few of the most common causes for crashing below. Now click 'Decompile' and you should find a readable .gmf file for the Ram Plate wherever you set your destination. So to put the attachment point on the bottom edge, set the second column in TM_ROW 3 to -0.202. That wasn't very hard, was it? You probably won't have to deal with this. A plain box open on the top, this is the simplest arena you are likely to find. If you did the attachment point tutorial, you'll already know that the first column of numbers is the width (x), the second column is the height (y), and the third column is the thickness (z) based on the numbers' magnitude and the shape of the ram plate. Suppose you want to make a very tiny, very powerful, very light spin motor that drains very little electricity and that the game thinks is a standard component. Do not paste it into the middle of something! Materials: This section of the .gmf near the beginning determines how the component is skinned. Why can't you just copy the folder and edit the other ramp_plate.bmp? Also, you should change the y position of Point02 to -0.15 instead of -0.202 to accomodate for the component's new height. There are three types: Base, which includes the chassis, Axle, which includes motors and wheels, and Generic, which includes just about everything. Robot Arena 2: Design & Destroy DSL Mod est un logiciel de Shareware dans la catégorie Divers développé par Robot Arena 2 Design & Destroy DSL Mod. That's why I wanted the game. If you did the attachment point tutorial, you'll already know that the first column of numbers is the width (x), the second column is the height (y), and the third column is the thickness (z) based on the numbers' magnitude and the shape of the ram plate. Six new events in the Team HQ: BBEANS2, 4, and 6, both 1-on-1 and rumble versions. 1 is invisible, 0 is completely solid. The vertexes we need to change to do this are 5 and 6. It is not necessary to rename it to something other than ramplate1, but doing so might be useful to avoid confusion with the other ramplate1. It must be the same NODE_NAME used in the mesh. It's a tad on the small side right now, but that can easily be fixed, right? Create custom robots in the Bot Lab and battle to find out who is the mightiest ‘bot builder of them all! Anything I don't mention you don't need to know about. Firebeetle's first arena. This will be important later. The ones without red arrows you don't need to worry about. In case you didn't follow all that, this is what the finished mesh should look like: Now a force field component should appear in your game. New connection points added on the sides of the Refrigerator and Spent Nuclear Fuel barrel for easier attaching. I've listed a few of the most common causes for crashing below. How is that possible, is there something I missed in those video, is there way more feature in this one or what ? Spaces instead of tabs. Starting positions are also staggered to make box-rushing more difficult. If the component has separate 'collision mesh' (which the ram plate doesn't) SIMULATION_GEOMETRY must be set to 3. Here's some more step-by-step instructions: That's it for now. Doing this isn't as hard as you might think! However, half of that stuff you will never need to bother with. Fighting is prohibited here so contestants can build in peace. A screenshot is shown below, with red arrows drawn by the important lines. v0.3 was released a scant two days later. The TM_ROWs here are just like the ones used for connection points. It would be shaped like a ram plate, except it would have an energized look and be semitransparent. To make an energy blade weapon, we don't want the component to look like a ram plate. This software is an intellectual property of Infogrames. TM_ROWs 0-2 determine what direction the attachment point faces, and TM_ROW3 is its x,y,z coordinates. To make the ram plate able to attach directly to the chassis, add Base_F to the list. Collision Viewer can be turned on and off. So to put the attachment point on the bottom edge, set the second column in TM_ROW 3 to -0.202. Like V1, this arena features a walled spinning blade, but it is now exposed after 1 minute instead of 1:30. If you didn't want the component semitransparent, you would leave this blank. BITMAP_FILTER determines how the texture is stretched or resized on the component. The .gmf file contains the 3D model used for the component, its attachment points, and a few game-related things. 0 means movable, 1 means it won't budge no matter what. Also features low boundary walls that bots can be flipped over. They will be followed with _M or _F. The next step is to understand which vertex is which corner of the ramplate. It is usually Screen, but can also be Additive (appears brighter) and must be Spherical or Cylindrical for reflection maps. Enter this as the source .gmf. Leave the first column at 0, and set the third column to -0.027 (approximately half the thickness, this centers the point) if you want. I would NOT recommend attempting to add or remove vertexes or faces, because then you would have to mess around with the normals and TVERTs, which even I haven't figured out. Congratulations! This pack, originally included with DSL 2.0, adds gradient surface layers in 12 types and 12 colors, tint surface layers in 12 colors, and 3 new edge lines: chipped paint, warning stripes, and saw teeth. This is important because if you mix up the corners, the mesh faces will get all messed up and you will need to do a lot more work to make it look right than what is necessary. It determines which MATERIAL_REF_NO to use to skin the mesh. time() - stops the match timer. One effective thing you can try is to undo whatever the most recent change you made was. That wasn't very hard, was it? 25 never before seen bots that didn't make it into BBEANS because they were changed, updated, withdrawn, too late, or illegal. It should be a black background with the sides of a ram plate on it. It always goes Point01, Point02, etc. If you try, it will just be a garbled mess (but a very cool looking animated mess if you do it right). TEXTURE_COUNT tells the computer how many different textures are in this material. Make a copy of the ramplate folder in your Components folder and rename it to something like 'forcefield'. A high number means it is very elastic (will bounce when it hits something) and a low number means it is very rigid (will just stop when it hits something). I usually have the destination be in C:\Program Files\Infogrames\GMFCompiler048 so the compiler is always close by, but it really doesn't matter. If the count is too big, the compiler will give you "Run-time error '62': Input past end of file." RA2 Download Database. It should be a black background with the sides of a ram plate on it. This will enable you to put the blade on motors. Because if there are two textures with the same name, they will get mixed up between the two components that use that name, even if the textures are in different folders. GEOMETRY_PROXY_NAME is the name of the collision mesh of this component. Chicken Motor - Tiny motor that easily performs the chicken glitch. This was mostly to improve the stability and balance of the pack. An energy blade type thing. Leave the first column at 0, and set the third column to -0.027 (approximately half the thickness, this centers the point) if you want. The walls are lined with spikes that can seriously mess with horizontal spinners, and there is a hammer and a vertical spinning blade on two walls. ELASTICITY determines how elastic this component is. It is helpful to know that the only place in the .gmf where you use spaces is in the ID and Attach of attachment points. MATERIAL_REF_NO assigns a number to this material that is used later in the file to tell which part of the component gets which skin applied to it. MATERIAL_COUNT tells the computer how many different materials (or skins) there are in the file, in this case 1. Until now, they've been scattered among various AI packs, individual downloads, and mods. Suppose you wanted to attach it by its edge, and you wanted it to attach to the baseplate like a motor. Doing this isn't as hard as you might think! A high number means it will slow down and stop very quickly when it moves, and a low number means it will tend to keep sliding. That's why I wanted the game. This arena was made for the All-or-Nothing Tournament #2. In case you didn't follow all that, this is what the finished mesh should look like: Now if you look at the z dimension again, you can see that vertexes 0-3 are the bottom plane of the ram plate, and vertexes 4-7 are the top plane. In order to make the new attachment point be on the edge of the ram plate, you must edit the TM_ROWs. If the count is too big, the compiler will give you "Run-time error '62': Input past end of file." After 1:30 is up, the walls retract into the floor, exposing the blade. Suppose you want to make a very tiny, very powerful, very light spin motor that drains very little electricity and that the game thinks is a standard component. Burst and servo versions. One effective thing you can try is to undo whatever the most recent change you made was. hurl() - randomly throws around all the computer players at 1000 power. If they don't, the .gmf won't compile properly. That should make a nice, mean-looking cutting edge on the blade. New in V4.1 - Grape Crate collision fixed, it can now be put on your bot. Each MESH_FACE is followed by 3 numbers, which are the numbers of the vertexes that they connect. In addition, the platform is surrounded by electric fences that will not only damage your bot, but also subtract points. Making copies of components with different skins is the simplest form of modding you can do. color(r, g, b) - enter decimals from 0 to 1 for the red, green, and blue to change the sky color, which determines the background color for your robot photos. More VLC media player 3.0.11. A high number means it will slow down and stop very quickly when it moves, and a low number means it will tend to keep sliding. IMPORTANT NOTE: Rammer AI v3 relies on Collision Lines in the arena Python files in order to detect walls and know when to stop driving. Why can't you just copy the folder and edit the other ramp_plate.bmp? Nonexistent model name in the specified dir Mini Laser - Smaller but less powerful version of the laser rifle. It is the sequel to Robot Arena, in the Robot Arena videogame series. You would also include no normal in the file. So how do you make custom .gmf's without 3D Studio Max? It's useless and I don't know how it gets in there. Feel free to mess around with some of those parameters to see what they do, too! You've just turned a basic, boring, everyday ram plate into a really cool energy blade using only Notepad and Dummy's GMF compiler! If your game crashes when you click on your component, it could be for one of these reasons: Keep in mind, however that you can't apply a texture to components without TVERTS and TFACES in the mesh. It's a tad on the small side right now, but that can easily be fixed, right? Robot Arena is a game to build own carobot to play with! MASS determines how heavy this component is. MESH_FACE is one of the 'sides' of the object, the stuff that connects the vertexes. That should do it. In order to make the new attachment point be on the edge of the ram plate, you must edit the TM_ROWs. Let's give 5 coordinates of 0.7, 0, -0.055 and 6 coordinates of -0.7, 0, -0.055. You've just turned a basic, boring, everyday ram plate into a really cool energy blade using only Notepad and Dummy's GMF compiler! Now we'll just add a little finishing touch. Your drawing should look something like this: If you try, it will just be a garbled mess (but a very cool looking animated mess if you do it right). A high number means it is very elastic (will bounce when it hits something) and a low number means it is very rigid (will just stop when it hits something). This arena was originally a secret easter egg in the BBEANS AI pack, but I figure it's been long enough that I can release it on its own so you can fight in it whenever you want. By imagining a ram plate, you can determine that the numbers in the first column are the ram plate's width (because they are the biggest), the numbers in the second column are the height (because they are big, but not as big as width), and the numbers in the third column are the thickness (because they are small). 3. share. 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