View unanswered posts | View active topics It is currently Sun Jan 05, 2025 3:52 am



Reply to topic  [ 17 posts ]  Go to page 1, 2  Next
 Base.rte mod #2 
Author Message
User avatar

Joined: Sun Dec 09, 2007 3:08 pm
Posts: 481
Location: Islamic Republic of Bradistan, Yorkshire, England
Reply with quote
Post Base.rte mod #2
Seeing as I neglected to release my old Base.rte mod before, which was shitty anyway, I've been making a new one. This one, I feel, makes the game alot more fun. All the weapons save the blunderbuss and the tools are resprited, and so are the coalition troops. They now have West German style camo, and destructible faceplates and goggles. The light soldier also has a smaller, weaker chestplate. The weapons are completely different. The AK-47 is now a heavy duty assault rifle with a 75 round drum mag. The SMG now has a 120 round drum mag. The shotgun has a nice new sprite and has an 8 round mag instead of 6. The Flak Cannon is now an anti-matter rifle with 4 heavy rounds. All have new sounds, sprites and do more damage than the originals. I'm also including the SCAR-11 and a new Machinegun with a generic name and a 120 round pan mag. For now, I think a picture will suffice. I don't think I'll post the mod when it's completed in the modding section because people generally disapprove of base.rte mods, so I'll post it in this thread instead.


Fri Aug 29, 2008 8:19 pm
Profile
User avatar

Joined: Wed Mar 21, 2007 10:15 pm
Posts: 440
Location: Dublin, Ireland
Reply with quote
Post Re: Base.rte mod #2
I really, Really like this. I hope you keep working on it!


Fri Aug 29, 2008 8:22 pm
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: Base.rte mod #2
If it wasn't base.rte I would download and try. Fix that and I'll give it a review.


Fri Aug 29, 2008 8:26 pm
Profile
User avatar

Joined: Sun Apr 15, 2007 5:56 am
Posts: 1191
Location: outside the shithole called the University in the Forest
Reply with quote
Post Re: Base.rte mod #2
Looks terrible, base.rte.


Fri Aug 29, 2008 8:30 pm
Profile
User avatar

Joined: Sun Dec 09, 2007 3:08 pm
Posts: 481
Location: Islamic Republic of Bradistan, Yorkshire, England
Reply with quote
Post Re: Base.rte mod #2
The Fat Sand Rat wrote:
Looks terrible, base.rte.

This is the reason I posted it here. Criticise it all you want. The reason I didn't make it as a seperate .rte is because the code, paths ane everthing are all already there, I just need to modify it, and then I don't have to fiddle around with indexes to use it in my activities.. Sooner or later I'll make it in a seperate data module. Also, just so you know, the SCAR-11 and Generic machinegun are in their own datamodules too.


Fri Aug 29, 2008 8:59 pm
Profile
User avatar

Joined: Sun Mar 18, 2007 5:35 am
Posts: 3778
Location: Largo, Florida
Reply with quote
Post Re: Base.rte mod #2
It's a shame, this is a good mod... >.<


Fri Aug 29, 2008 9:30 pm
Profile WWW
User avatar

Joined: Sun Dec 09, 2007 3:08 pm
Posts: 481
Location: Islamic Republic of Bradistan, Yorkshire, England
Reply with quote
Post Re: Base.rte mod #2
Yeah, I'm gonna release it sooner or later, don't worry. I just need to get a new sound for mister generic machinegun and tweak some sprites. I'll do that tomorrow, because I don't have the time to do so right now.


Fri Aug 29, 2008 9:38 pm
Profile
User avatar

Joined: Tue Dec 12, 2006 1:09 am
Posts: 698
Location: Plymouth, NC
Reply with quote
Post Re: Base.rte mod #2
The sprites on this just don't look right. Shotgun and flak cannon sprites are decent, but the pistol is awful. God-awful. The AK no longer looks like an AK.

Any good this mod would do the game could be done just as well with a seperate .rte and an Activities file.


Fri Aug 29, 2008 11:07 pm
Profile

Joined: Tue Jan 01, 2008 5:56 am
Posts: 564
Location: Behind a DarKlone, trying to pierce its fudging armor!
Reply with quote
Post Re: Base.rte mod #2
I agree with control, at least a resprite might look better.


Fri Aug 29, 2008 11:32 pm
Profile
User avatar

Joined: Sun Dec 09, 2007 3:08 pm
Posts: 481
Location: Islamic Republic of Bradistan, Yorkshire, England
Reply with quote
Post Re: Base.rte mod #2
Control wrote:
The sprites on this just don't look right. Shotgun and flak cannon sprites are decent, but the pistol is awful. God-awful. The AK no longer looks like an AK.

Any good this mod would do the game could be done just as well with a seperate .rte and an Activities file.

I'd change the AK's name if I could without buggering something up. I don't see what you don't like about the pistol, but oh well. I said I'd make it in a seperate datamodule sooner or later.

ppiksmada wrote:
I agree with control, at least a resprite might look better.

Are you talking about the pistol? If you've not noticed, I did resprite it. I'll do a new one if noone likes it.

EDIT: Bollocks, no automerge :(

Got you covered.


Sat Aug 30, 2008 10:39 am
Profile
User avatar

Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
Reply with quote
Post Re: Base.rte mod #2
I like the guns, but I'm not a fan of the soldiers.
My spriters tip of the day is be careful with textures. Intricate textures still need shading.
So use a simpler camo and don't skimp on your shading and it'll look tonnes better.


Mon Sep 01, 2008 7:54 am
Profile
User avatar

Joined: Sun Dec 09, 2007 3:08 pm
Posts: 481
Location: Islamic Republic of Bradistan, Yorkshire, England
Reply with quote
Post Re: Base.rte mod #2
Oh, I forgot about this, again. Yeah, I was thinking about the lack of shading when I was doing them, but the pallette is so limited that I'm not sure if I'd be able to find the right colours to do it. I'll fix the shading in the next version, if I make one.


Wed Sep 03, 2008 4:44 pm
Profile

Joined: Mon Dec 04, 2006 3:34 am
Posts: 2378
Reply with quote
Post Re: Base.rte mod #2
You're not allowed to release mods in Mod Making...

And Base.rte mods should only be made if you are up to making pretty much a TC.


Thu Sep 04, 2008 1:29 am
Profile
User avatar

Joined: Sun Dec 09, 2007 3:08 pm
Posts: 481
Location: Islamic Republic of Bradistan, Yorkshire, England
Reply with quote
Post Re: Base.rte mod #2
Well yeah, it is practically a total conversion. I've changed all the weapons (apart from the blunderbuss) and coalition actors. Would I have to modify everything else?


Thu Sep 04, 2008 7:22 pm
Profile
User avatar

Joined: Sun Dec 09, 2007 3:08 pm
Posts: 481
Location: Islamic Republic of Bradistan, Yorkshire, England
Reply with quote
Post Re: Base.rte mod #2
Update: I've changed alot of the sprites, now. The SMG is black and doesn't have the crappy carrying handle, the pistol looks more like an actual pistol and the 'AK' just looks cooler. They also have new sounds, now, and the tracers are now there for a purpose. The regular rounds are practically invisible, and the tracers are bright, easily visible colours. I've also made a green glow for the 'AK' but it looks more like Cyan/Turqoise. I've increased the pistol mag capacities to 14, and there are now 3 types, Ball, JHP and mixed. As the names suggest, the Ball pistol has a full magazine of Ball round which have higher sharpness but lower mass, JHP rounds have higher mass and lower sharpness and the mixed magazine has 7 Ball and 7 JHP. I'm thinking about doing this with all the weapons, but it might clutter the buy menu. The SMG now has a mag capacity of 60 instead of 120 with red tracer, the AK has 25 rounds with green tracer and the MG3125 has 100 rounds and orange tracer. I also got rid of the silly eye implant thing the clones had, and I'm now going to resprite the hand grenade.

Pic coming soon.

Can someone tell me which values on the RGB scale I should use to get a bright green glow? I need 3 different values that will work with the CC pallette, bright green, dark-ish and very dark. Most of the ones I've tried showed up as a blue-green colour.


EDIT: Pics:


Sat Sep 06, 2008 6:53 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 17 posts ]  Go to page 1, 2  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.068s | 13 Queries | GZIP : Off ]