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ZooGrammy
Posted

Will it work for extra, extra large tanks?  Usually the regular filter can not handle large tanks and  you can have only one.

Particle
Posted

In the post above he said, Filtering power: 1.5 X MM one so it should handle a tank that is 1.5 times as big as the MM ones, theoretically.

 

Looks awesome Khaydar!

HENDRIX
Posted

Oh from this screens it becomes obvious that there should in fact be anti-aliasing on the renders! Will have to change that...

Khaydar
Posted

@ZooGrammy As far as I know MM doesn't take into account the size of the tank but rather the number of animals when it comes to filter. Also there will be a cheat filter for XXL tanks.

  • Love 1
Posted

love the recolor looks a lot better then the dark grey and love the idea of rusting as they decay brilliant. Nice job on these and ZKL has all kinds of guides that explain different aspects of creating the uca, ucs editing guides and that footprint guide are great tools for any creator.

Khaydar
Posted

@Yellowrose Do you know any tutorial on how to create a dll file?

HENDRIX
Posted

@Khaydar added antialiasing, curves should now render softer and look more like the original filters.

  • Love 1
Posted

If you need a dll file done it's best to get someone who already does them to do one for you you have to be careful when doing them it took me a few years to really learn how to do them properly. but the best thing to do is have the messages for your project added to an existing site dll file as everyone usually has all of them anyway ....you can only have a total of 63 dll files in your main ZT folder this is why the combined site dll files were created so messages could just be added to those site dll files so we never go over the hard coded game limitations. I  can add any messages you want added a site dll file for you. There is a few here at Tek but only 1 I could edit then there is the DTH dll file and the ZA dll file so there are 3 choices for you. Also messages in the dll files require a set of 3 string ID#s which are very limited so if there are existing filter messages that could be used that would be best because those messages are already in exitsting dll files you would just need to list the needed dll file with your project description.

 

Khaydar
Posted

@Yellowrose I will try creating a readme document explaning the filters stats and use normal filter description.

 

By the way does someone knows how make a user created object be unlocked with time ingame, rather than avaliable from the start?

Particle
Posted

I'm no expert on this, but I'll give you the basic starting point.  inside freeform.ztd you'll see the config unlock.scn.  Since we're talking about filters, you need to start in /xpack2, look at freefrm6.ztd in xpack2 folder, a file named unlock02.scn.  There you can see all the stuff that is unlocked over time.  First there is this stuff:

 

[SECOND_UNLOCK]
;Items available at 6 months after start of game.

rulea=7
ruleb=2
value=6
text=17700
trulea=7
truleb=4
targa=3000
targb=33
hidden=0
sticky=0

 

Then there is this comment:

 

;Items available at 6 months after start of game.

 

and soon after:

 

;OBJNAME_AQUA_TANK_FILTER
id=6471

 

So that is how the game is saying you get the filter after 6 months.  What you need to do is make a freeform unlock file for your filters, I would just look at other filters that people have done for an example.  If you use that same id and other stuff you see in the red above:  It should work the same, it will unlock after 6 months.  If you want to change that, then just keep looking around in those unlock.scn files, you'll get it.

 

Also you can read this:

http://www.ztcdd.org/DG/index.php?topic=4457.0

 

And whatever you do do not put a dash in the .scn file name (like unlock-filter.scn would be bad)... (unlockkhaydarsfilter.scn would be fine).

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