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Tomzta09
Team:
Main: Combustion
Level: 5116 Class:
Berserker
Joined: Mon Feb 02, 2009 2:57 pm Location: United Kingdom
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Re: Random Modded textures
Blue Dwarf wrote: Imra: Pro-tip, take a screenshot where we can actually see it, IE, in a gal with lighting.
I also don't think you can do transparent, I tried playing with alpha before on a texture map. It doesn't work very well. A Pro-Tip?
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XxTommyxX, Daedalus, Combustion, Dr Eggman, Dr Combustica, Joew121, fghetfs
password wrote: dang trevor....you take this game so serious
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Tue Apr 10, 2012 11:18 am |
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redalert150
Team:
Main: 1-800-USE_THE_FORCE!
Level: 2907 Class:
Berserker
Joined: Sun Aug 28, 2005 6:36 pm
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Re: Random Modded textures
Imra, do you mind making a lion with army skin, or teaching me how to do this i would love to play around with it.
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Tue Apr 10, 2012 6:40 pm |
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Imra15
Team:
Main: Lol imra15
Level: 641 Class:
Berserker
Joined: Thu Jun 30, 2011 9:30 pm Location: Where do you think
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Re: Random Modded textures
It's colourful ^.^ Behold, my coloured pax slaves! Btw the Pax glow map has been resized due to the size limits
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Tue Apr 10, 2012 11:50 pm |
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a jedi master
Team:
Main: the speed of dark
Level: 1874 Class:
Engineer
Joined: Sun Nov 05, 2006 12:42 am Location: omg, you stalker!
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Re: Random Modded textures
If you can post just different color mods for the paxes (IE red, darker blue, purple etc.) for serenity and such that look good maybe they'll be put in. Paxes sorely need more color variety
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Thu Apr 12, 2012 2:40 am |
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Camsy
Team:
Main: PM Me If You Suck
Level: 1996 Class:
Gunner
Joined: Fri Nov 28, 2008 6:03 pm Location: Sydney, Australia
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Re: Random Modded textures
Why didn't I do that!? I'll do that later tonight!
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Thu Apr 12, 2012 2:43 am |
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Imra15
Team:
Main: Lol imra15
Level: 641 Class:
Berserker
Joined: Thu Jun 30, 2011 9:30 pm Location: Where do you think
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Re: Random Modded textures
For some reason when I try to change the Christmasicus glow, it stays blue and has the paximinus glow. Anyone know why?
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Thu Apr 12, 2012 3:53 am |
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Camsy
Team:
Main: PM Me If You Suck
Level: 1996 Class:
Gunner
Joined: Fri Nov 28, 2008 6:03 pm Location: Sydney, Australia
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Re: Random Modded textures
You probably need to edit the .xml code, idk how to do that though. Also which file do you change, I can't even figure out which one is the pax glow. XP
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Thu Apr 12, 2012 3:58 am |
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Imra15
Team:
Main: Lol imra15
Level: 641 Class:
Berserker
Joined: Thu Jun 30, 2011 9:30 pm Location: Where do you think
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Re: Random Modded textures
Actually.. it is linked to the paximinus glow.. and the xml doesn't even show how D:
Oh by the way, the paximinus glow is PaxianGlowCyan and the Christmasicus glow is PaxianGlowGreen (supposed to be anyway)
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Thu Apr 12, 2012 4:16 am |
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Blue Dwarf
Content Dev
Team:
Main: Blue Dwarf
Level: 61 Class:
None
Joined: Fri Apr 29, 2011 5:39 pm
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Re: Random Modded textures
We can't manipulate glow maps dynamically. In Client 1 we used the same image for all the Paxian ships (scaled, of course) and applied a glowcolour on it (which we set in the hull balance sheet to be to exported to the XML). But the glowcolour tag doesn't work because of new code in the client. All the Pax ships still have the same ship visage index (the number we used after SpaceShip*.png in C1, and the number listed in ships.xml). We can't even really hack it in like we could in C1, unless the glow was just static (no fading, Pax Xmas would need thinking about). Bleh, maybe I can bug one of the programmers to fix it.
_________________ "They've taken Mr. Rimmer. Sir, they've taken Mr. Rimmer!" "Quick, lets get out of here before they bring him back!"
Support
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Thu Apr 12, 2012 8:07 am |
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Imra15
Team:
Main: Lol imra15
Level: 641 Class:
Berserker
Joined: Thu Jun 30, 2011 9:30 pm Location: Where do you think
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Re: Random Modded textures
Cool, thanks for the info.
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Thu Apr 12, 2012 8:12 am |
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Visorak
Team:
Main: Radia
Level: 1101 Class:
Speed Demon
Joined: Wed Oct 10, 2007 6:04 pm Location: q3dm17
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Re: Random Modded textures
Blue Dwarf wrote: We can't even really hack it in like we could in C1, unless the glow was just static (no fading, Pax Xmas would need thinking about). Bleh, maybe I can bug one of the programmers to fix it. Important to get colors first, fading way off in second.
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Jey123456 wrote: That will happen in a future closer than most futures. No Context. Ever. Idaten.
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Thu Apr 12, 2012 4:55 pm |
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Imra15
Team:
Main: Lol imra15
Level: 641 Class:
Berserker
Joined: Thu Jun 30, 2011 9:30 pm Location: Where do you think
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Re: Random Modded textures
Well.. did this patch change any linkage between the paximinus, christmasicus, serenity, and the selenilogica?
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Thu Apr 12, 2012 8:37 pm |
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Imra15
Team:
Main: Lol imra15
Level: 641 Class:
Berserker
Joined: Thu Jun 30, 2011 9:30 pm Location: Where do you think
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Re: Random Modded textures
Found out how to make transparent ship textures. But the texture has to be a png file
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Fri Apr 13, 2012 8:40 am |
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Imra15
Team:
Main: Lol imra15
Level: 641 Class:
Berserker
Joined: Thu Jun 30, 2011 9:30 pm Location: Where do you think
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Re: Random Modded textures
How do i add the tractor rings?
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Sat Apr 14, 2012 8:28 am |
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Blue Dwarf
Content Dev
Team:
Main: Blue Dwarf
Level: 61 Class:
None
Joined: Fri Apr 29, 2011 5:39 pm
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Re: Random Modded textures
They're most likely generated by the code. IIRC, a tractor is a SOB (space object) type just like a plasma (projectile) or laser. So it'd be coded into the tractor sob, not something that is particularly easy to get at, or use. I would have had a better idea in C1. But in C2, no idea.
_________________ "They've taken Mr. Rimmer. Sir, they've taken Mr. Rimmer!" "Quick, lets get out of here before they bring him back!"
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Sat Apr 14, 2012 8:34 am |
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