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Team: Combustion
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Post 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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Tue Apr 10, 2012 11:18 am
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Team: Eminence Front
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Post 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.


Tue Apr 10, 2012 6:40 pm
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Team: The Originals
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Post Re: Random Modded textures
It's colourful ^.^
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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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Team: Aidelon
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Post 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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Team: The Forgotten Colonies
Main: PM Me If You Suck
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Joined: Fri Nov 28, 2008 6:03 pm
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Post 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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Team: The Originals
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Post 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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Team: The Forgotten Colonies
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Post 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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Team: The Originals
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Post 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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Team: Admins
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Joined: Fri Apr 29, 2011 5:39 pm
Post 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.

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Thu Apr 12, 2012 8:07 am
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Team: The Originals
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Post Re: Random Modded textures
Cool, thanks for the info.

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Thu Apr 12, 2012 8:12 am
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Team: Eminence Front
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Post 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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Thu Apr 12, 2012 4:55 pm
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Team: The Originals
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Post 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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Team: The Originals
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Post 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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Team: The Originals
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Post Re: Random Modded textures
How do i add the tractor rings? :mrgreen:

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Sat Apr 14, 2012 8:28 am
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Post 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.

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Sat Apr 14, 2012 8:34 am
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