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Total Miner Discussion / [Other] Congrats fergs on global moderator
« on: March 07, 2017, 03:58:42 AM »
Ik you were a mod before and took time from the forums due to personal business but now I see that you've been given global moderator,and you're active again

So congrats and welcome back  :D

Bug Reports [Retail] / mini map problem
« on: February 27, 2017, 12:34:06 PM »
i went to do a cctv script,and once i toggled my mini map,i got this

this was the script

also it disabled all the particles that i had active on my map
also when i saved/exited my map,once i did,the screen turned black and i had to dashboard

Ideas / 2 ideas
« on: February 27, 2017, 04:20:29 AM »
just 2 quick idea i thought would be neat

1:allow the player to either apply a cctv to a mob,or take control of their player view(see what they're seeing as if that was you)but not control it

2:allow a player to take control of the nearest mob or be able to select a mob in your area or the map.
i got this idea off of a video i saw off of a gta5 mod (mild language in the video just a heads up)

basically, allowing the player to take control of a nearby mob or npc

its a small idea but i thought it would be cool to use

Questions and Answers / question about custom blocks
« on: February 27, 2017, 04:02:03 AM »
just 2 questions i have for now...even though its not getting added for a long time,im still curious on these 2 things

1:will the items be defined by in game textured blocks,or would we have access to a custom rgb setting/option?

2:will each block be limited to a single block size,or would the custom items/blocks pass a single block size(idk how to explain that question exactly so sorry on that)

Ideas / people to have their 360 demis unlocked for pc
« on: February 21, 2017, 12:24:27 PM »
the reason i say this is because there's a few people, no more than 10 RN who have demis unlocked, and i don't see that list going above 10 by PC release

special avatars can be unlocked by Craig,so why not allow people who can show legitimate proof of them having demis unlocked, to have the avatar unlocked for their profile on PC.I'm sure people will say that well why not just unlock them over again, which is reasonable...but being there's very few people with it now,i wouldn't see too big of a problem with this,but Idk what others think about this

Site Suggestions and Bugs / DemiGod award
« on: February 04, 2017, 01:03:08 PM »
what if there were to be a DemiGod award for people who unlocked it?the reason i suggest this is because of how little people have it atm(like 5) and how not many people will probably get it on pc for a while being how hard it is to get generally

Questions and Answers / tm pc question
« on: January 29, 2017, 09:17:41 AM »
will scripts be shareable via mod/folder,ect?

would be really helpful if we were able to include scripts with the world save,or as a folder in general, that way if we make a bunch of scripts that we want to share out to people, or if you have a map or mod that you're sharing with people, it would be really handy to be able to include the scripts of that map with the share/file

Questions and Answers / book question
« on: January 23, 2017, 07:20:16 AM »
if I save a book within a component with text added inside of it, will the book still be there if they load the component onto another map?

Movies, TV, Music, Sports, Etc. / [TV] dragon ball super
« on: January 23, 2017, 12:43:23 AM »

Dragon Ball Super

Dragon Ball Super (Japanese: ドラゴンボール超スーパー Hepburn: Doragon Bōru Sūpā?) is an ongoing Japanese anime television series produced by Toei Animation that began airing on July 5, 2015.[8] It is a sequel show to the Dragon Ball manga and the Dragon Ball Z television series featuring the first new storyline in 18 years. It is set after the defeat of Majin Boo when Earth has become peaceful once again. It is broadcast on Sundays at 9:00 a.m. on Fuji TV.[4]

Spoiler for Hidden Content:
Several months after the defeat of Majin Boo, peace has returned to Earth. Son Goku has settled down and now works as a radish farmer to support his family. His family and friends live peaceful lives.[9] However, a new threat appears in the form of Beerus, The God of Destruction (破壊神ビルス Hakaishin Birusu) who is considered to be the most terrifying being in Universe 7. Beerus is eager to fight the legendary warrior whom he had seen in a prophecy, known as the Super Saiyan God (超スーパーサイヤ人ゴッド Sūpā Saiya-jin Goddo).[10] To protect Earth, Goku transforms into the Super Saiyan God to fight Beerus and despite losing, the match appeases the God of Destruction enough so that he decides to spare the planet. This part of the series retells the events of Dragon Ball Z: Battle of Gods.
While Goku and Vegeta leave with Beerus and his aide Whis for training, two remnants of Freeza's army arrive at Earth and use the Dragon Balls to revive him. Freeza then gathers his forces and returns to enact his revenge on Goku and his friends, but despite getting strong enough to attain a new transformation, he is once again defeated by Goku. This part of the series retells the events of Dragon Ball Z: Resurrection 'F'.
On a later occasion, Champa, Beerus' twin brother and the God of Destruction from Universe 6, appears and convinces him to hold a tournament between the best fighters from each god's universe for the possession of Earth. Goku and some of his friends join the tournament, which ends in a surprising victory for Beerus' team after the strongest fighters from each side, Goku and Universe 6's Hit end up forfeiting.
After the tournament is completed, Future Trunks reappears, bringing news of a new, powerful enemy resembling Goku, known as Goku Black (ゴクウブラック Gokū Burakku). Goku and the others eventually discover that Goku Black is actually a Kaiō-shin from Universe 10 named Zamasu, who hijacked Goku's body from a different timeline as part of his plan to attain immortality and wipe out all mortals.[11]
Some time after the threat of Zamasu is eliminated, a new tournament is organized by Zen-Oh, the king of all universes, featuring teams of fighters from each universe, called the Tournament of Power (力の大会 Chikara no Taikai). Goku, Vegeta, Gohan, Kuririn, Android 17, Android 18, Piccolo, Tenshinhan, Kame-Sennin, and Majin Boo join the tournament as representatives for Universe 7 in a battle that can decide its fate.[12]

Ok so i've been watching this show alot lately. There isn't much english dubs of it yet as that's just starting on toonami.How many eppisodes they did so far im not sure being ive been watching it all on Yt anyways,but i havent seen anyone else make a topic for this yet which im kinda supprised tbh.I know theres lots of people that's whatched dbz growing up,so i thought people would be talking about it now,especially with the Universe Survival Tournament coming up within the next week or 2,which when it does happen its going to be huge for dbs/dbz in general

is there anyone else that watches this?

Questions and Answers / tmf data question
« on: January 19, 2017, 03:38:56 AM »
My tmf data currently is 494mb.if i reduce that by half, or more, will that help increase load speeds after?

Total Miner Discussion / [Game] [How To]particle emitters-creating items
« on: January 17, 2017, 07:13:40 AM »
How to create items with particle emitters

Here is my guide on how to create your own items using particle emitters.A lot of people have always wondered how to use emitters in creating items, so I decided to make a small guide on the ways that I make things in Total Miner, allthough it'll still take some effort,depending on how much detail you want in your item/s.
*Note, these are all personal preferences, where the things that I do may differ from other people and what they prefer, so keep that in mind, allthough i seem to find that my settings seem to get the job done, and tbh, it was sort of tricky at first when I first began using emitters to create things, but after a little bit, I eventually got the hang of it and it got easier to the point where i was able to create complex things fairly quickly.ETTP was the 1st person I saw who made solid items originally. Then it was JD who made some stuff on the forums and then Tate with his Pokemon particles to which i thought was really cool, but i figured that if he was able to do them that well, then why couldn't I do it too? I started off with 1 or 2 things on my zombies map,but the more things i added,the more people liked what i was doing and eventually i started doing other things and now they're really simple to work with IMO,but others seem to struggle with them,so hopefully with this guide,maybe i could help teach some of you guys a new skill or something to try out.

In this guide,I'll be going over specifically how to create items,such as these:

and going through each setting explaining the best settings to use for them,to where if you follow this guide,then with a little practice,you'll be able to create things just like these and pretty much anything else you can think of maybe one day we'll be blessed with different shapes or pitch & yaw  : D

Duration/Emit Frequency
Spoiler for Hidden Content:

Now this is probably the most important setting you need to have right,being it helps to keep the particle solid for the longest time,and keeps each emitter emitting a max of 1 particle out of the 500 you have available most of the time. I've seen other people have theirs at a duration of 1 second and then their emit frequency at 0.9,or some people use a duration of 8 and then sometimes a emit frequency of 7.8 or 7.9,but I've always found those to flicker a lot more and use more particles than needed,to where I've found my setting to work better overall

*Note: if you wish to add effects such as smoke, sparks, glowing,  etc
then feel free to change these or any other settings to fit what you're looking for

Duration/Emit Position Offset
Spoiler for Hidden Content:

Emit offset defines the distance that the particle is emitted from the source block,where anything under 1 block size for the x,y,or z, will be still in the block,so to fix this,if say you have a particle size of 1,1,1,then set the particle at least 1 block length from the source block.For example:

  • If you want the particle to go above the emitter,then set the Y on start size above 1
  • if you want the particle to emit away from the emitter in any way,then change the x,or z on start size past 1,depending which way you're facing

Something to note,would be that currently, we cannot go past 50 in block length on Start size or Emit Position offset/variance,so keep that in mind

If you change anything on the size,then take that number and divide that by 2,then add or subtract that to the offset.for example:

if you have a offset of 1.2,3,2.5
and a size of
and if you reduce the size by 0.20,then if you wish to keep the particle at the same spot,then change the offset to 3.1,being when you decreased it,the particle moved down,where when you add its Y size by half of the changed amount,it will remain in the same spot with the new setting

Emit position variance,Velocity,Velocity variance,gravity,Rotation Speed
Spoiler for Hidden Content:

These do not matter when making solid items and shouldn't be messed with unless you want to add a effect to them,otherwise don't worry about these settings

Start/End Size
Spoiler for Hidden Content:

For Start size,this controls the size of your particle,where you can set it anywhere between 0.0001,all the way up to 50 block lengths.Currently 50 is the limit on console,but on PC may be different,although i couldn't say for sure so don't quote me on that

For end size, you have to have a number set in order for the particle to appear. If your particle isn't showing up, check to see if you have a number on the end size other than 0.The end size can be set anywhere between 50, and -50, like so

If you want a solid item,then leave the end size at 1,being the item is going to be stationary

Wind affection
Spoiler for Hidden Content:

Ignore this setting

Start/End color
Spoiler for Hidden Content:

This defines the entire color spectrum where different combinations put out a different color depending on the setting you have
R is for red
G is for green
B is for blue
A is for alpha,where alpha defines the transparency of the color.If you have A set as 1,then the block will become transparent,but note that the lower the transparency,the brighter your colors become,unless you have them set between 1-30.if you're looking to have a solid color,then always set the Alpha value at 255 and adjust the rgb as necessary
If you want a solid color,then set the start color and end color to the same value.0 would be black,so the lower the value,the darker your particle will become,where the higher you have the value set at,the brighter that value or color will become.If your particle isn't showing up,then check to see if you have a number set on the alpha value,because if you don't have anything set,then  your particle will not appear

Proximity value
Spoiler for Hidden Content:
proximity value is an important feature for those who use a lot of particles and wish to conserve particle useage on their maps.Particles themselves do not cause lag for the game unless you have a emit frequency set at like 0.001 and/or the duration set at something high+ a bunch of them in a small area,then that would cause frames to drop.Otherwise if you want to use a lot of particles on your map,and/or want to help cut down on particle useage,being currently we only have a max of 500 particles(4000 in total,but the number you want to pay attention to is 500 for the most part)
on PC we'll get an increase to around the 1000's,but they'll depend on your settings on your PC.9come time around when TM goes 64Bit,the limit would be in the 10k+ range,possibly 100k+,but until then,if you plan on using quite a few particles,then your best bet is to use a proximity on the particle emitters

The proximity setting goes up to 1000,so adjust accordingly to the type of particle you have and whether or not its inside a building or in a larger area,but also take to consideration distance from the players and how far away they would be before the particle isn't visible anymore,and also,for each emitter you have,if you want to use a proximity on it,then you'll have to set it on each block individually

requires power
Spoiler for Hidden Content:

if you wish to make the emitter powered by a power source or script, then this is also a good way to conserve power, but also a neat way to use emitters in scripts, being you can control the power through
SetPower [x,y,z] [on|off]
this could be used to create or add effects.the possibilities are endless

Spoiler for Hidden Content:
Pretty self explanatory. This allows you to change the texture of the emitter, but one helpful thing with this if the emitters are visible to players or in a build, the particle emitter does support the invisible barrier option,so this is a good workaround if you're having problems keeping your particles hidden from view

copy to script clipboard
Spoiler for Hidden Content:

this is a good option for a few reasons.the biggest things you can do with this is fit a particle emitter's settings onto a script,especially if you use a large amount of emitters for a single item.if you wish,you can add all of them onto a single script,narrowing it down to just 1 block instead of a tower of  5 10-50.The only con though to this is that you have to set the x,y,z each time you add in another line

  • if you want the particle to spawn it at a certain coordinate,then set the x,y,z accordingly and you can pretty much have the script activate from anywhere and not have the need for particle emitters where they spawn at,however i haven't messed around with this as much yet,so i couldn't tell you if i recommend this or not
  • if you just want the particle to spawn in like how it would with a regular emitter,but from the source script block,then change the XYZ to rel:x,y,z and change it accordingly,like this

  • *Note that to add them in rel to the script block, change it according to where the emitter block would be, for example:

*if you have a tower of particle emitters, the top rel: XYZ would be Rel:0,0,0.
     *if you want to add a block below the top one, then change the XYZ to
      *if you have one to the left or right of the center emitter/beginning block,then change the x or z accordingly
  • particles work with all of the relative coordinates,so it can work on a player and each of the Rel's. If you want a particle to follow a player,then i believe that you change the XYZ to pRel:0,1,0.This is popular among people that like to make particle trails for players,but be cautious of this,because particle trails will eat up a lot of the particles used if you have it respawning at a fast rate
  • for any script,if you want the particle to respawn,then throw in a loop,and add the duration in milliseconds
         *if you're going by this guide and want to make items,then set the loop at 3000,being that your duration for the particle emitter would've been at 3 seconds,and each second equals 1000 in milliseconds.if your duration is 0.10,then make the loop at Loop [100].Adjust to what you're trying to accomplish

Particle type/save as custom template
Spoiler for Hidden Content:
this isn't really that important if you plan on making items,but if you make any single effects,or if you have a certain color you like,then this would be something useful to begin off with,allthough later on,you wouldn't need to worry about these,but personally i like selecting a pre saved particle with the correct settings so that way I don't have to reset everything over

Resources/other useful information
  • here's a few useful things for helping with color
    Eye Dropper google chrome add-on
    this is good for getting a quick r,g,b setting off of a image.gyazo also works well with this too
  • Resources are a really good way of inspiration and just a source to go by.There's infinite amount of things your could use, but the biggest help would be from in-game and pictures, but even with all of the resources you could have, it's still up to you to be able to put everything together,  although, after a little bit of practice, you could finish items fairly quickly
  • practice
    the only way you'll get better is if you practice.It might take a while to get familiar with the settings, but once you figure it out, it becomes pretty easy

    let me know if there's anything you're confused on and I'll try to clarify it as best to my knowledge>I'm sure I've covered everything, but if there's anything that I left out then let me know and I'll either fix the OP or post accordingly

    Ill edit the op with any new tips, or if we get any new features that will aid in creating items.If this guide helped you any bit, then feel free to leave feedback.It'd be cool to see what some of you guys create or come up with

Bug Reports [Retail] / emitter setting
« on: January 17, 2017, 05:01:54 AM »
if you set the start size for x y or z at 0.00001,then it returns back as  1E-05.each 0 you add past 4 which does nothing to the size anyways,increases it to 06 07,ect

Questions and Answers / few questions
« on: January 15, 2017, 11:49:00 PM »
so these regard specifically to new features for particles or things that can change them and the possibilities they hold

these are ideas that have been suggested before, at the same time would benefit people greatly with new/better options or customization
here's an idea by Charles he made a while back to where he came up with a list of things that could be added,but i don't think there was anything said on why this wasn't possible back then,but now I'm curious on if they are possible now, or if they are, whats holding any of the ideas from being added, or any road blocks keeping them from being added

Then another thing that I'm wondering about on is something that's been suggested multiple times already, which would be the ability to have a menu or setting on an emitter to hold multiple settings, instead of needing to have multiple individual emitter blocks which do take up lots of space sometimes
this idea alone would definitely benefit lots of people, especially being you would only need 1 block in total,compared to having multiple blocks.This one I'm more interested in why this isn't possible(or hasn't been added yet) and now that PC is around the corner, if it'll ever be possible, and if not, then what's preventing it from being added

edit:if say if we had different shapes added but they looked weird when increased in size,then i would still use it being you could work around the odd parts of the shape or morph it into the other particles or vice versa,and it would offer new options for creating stuff,like if we had pitch+yaw,but it would look weird on the slanted part or broken up,then thats better than having to do multiple particles for a slanted line,instead of just needing 1

i could keep going,but im sure you get the idea

Ideas / support for special characters on script+folder names
« on: January 09, 2017, 09:10:27 AM »
would be cool to have if not added on PC yet,being it doesn't allow for them in script/folder names, especially for +, where it ignores it(and probably others too)

this would come in handy

Questions and Answers / q for emitter/idea
« on: January 09, 2017, 08:43:52 AM »
this is sort of an idea that's been mentioned a lot or requested; just that I'm curious on it instead of making a 50Th thread asking for it

so the thing I'm talking about, is support for multiple lines/particle data on a single block
my question is, being it hasn't been added yet, what is why is that/ what

 are the things holding it back from being added or whats the roadblocks keeping it from being added?
this would be really good to have as a feature, being that a lot of people make particles in towers or big components. to maybe something where it acts as a folder or something
where if you press x or y, it adds a 2ND page or part below the 1st setting
where you would just scroll down to whatever setting
And edit as you pleased

maybe something like this, or maybe change the emitter settings to transfer to a word doc or wordpad file setup, and add the settings for the emitter there

just something so that way you could compact however many emitters you wanna use into 1 block, saving space

if this would never be possible to add something like this for emitters, then what's preventing it from happening?

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