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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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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.
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Fri Aug 29, 2008 8:19 pm |
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Orindell
Joined: Wed Mar 21, 2007 10:15 pm Posts: 440 Location: Dublin, Ireland
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Re: Base.rte mod #2
I really, Really like this. I hope you keep working on it!
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Fri Aug 29, 2008 8:22 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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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.
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Fri Aug 29, 2008 8:26 pm |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: Base.rte mod #2
Looks terrible, base.rte.
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Fri Aug 29, 2008 8:30 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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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.
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Fri Aug 29, 2008 8:59 pm |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: Base.rte mod #2
It's a shame, this is a good mod... >.<
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Fri Aug 29, 2008 9:30 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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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.
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Fri Aug 29, 2008 9:38 pm |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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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.
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Fri Aug 29, 2008 11:07 pm |
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ppiksmada
Joined: Tue Jan 01, 2008 5:56 am Posts: 564 Location: Behind a DarKlone, trying to pierce its fudging armor!
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Re: Base.rte mod #2
I agree with control, at least a resprite might look better.
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Fri Aug 29, 2008 11:32 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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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.
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Sat Aug 30, 2008 10:39 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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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.
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Mon Sep 01, 2008 7:54 am |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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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.
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Wed Sep 03, 2008 4:44 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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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.
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Thu Sep 04, 2008 1:29 am |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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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?
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Thu Sep 04, 2008 7:22 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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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:
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Sat Sep 06, 2008 6:53 pm |
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