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systmh
Joined: Wed Feb 27, 2008 6:07 am Posts: 40 Location: Austin, Texas
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Re: Heavy Turret--1st mod, 2nd release
if i can manage to keep up the work ethic, i do plan to make a total conversion of sorts. sorry i didn't mention that sooner, i hope it clears up a bit of confusion about the weird-looking sprites.
pieman280: please go right ahead and post it! that'd be great. thanks a lot.
metal chao: are we still allowed to post other people's mods to repopulate after the wipe? if so, would you mind posting numgun's mech somewhere? it looks really nice.
edit: Kowie654: i assume you mean the muzzle flash explosion.. i did want to make it bigger, but when an AEmitter is used as a flash (perhaps in other instances too) it seems that the particles emit and get 'trapped' when not in use. when the emitter is activated, all those trapped particles get out and lag up the game. because of this, i wanted to use as few particles as i could to prevent mucking up the gameplay.
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Sun Mar 09, 2008 7:12 pm |
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mrcole92
Joined: Wed Aug 29, 2007 4:15 pm Posts: 7 Location: USA
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Re: Heavy Turret--1st mod, 2nd release
Amazing mod, absolutely love it. If you made bunker modules with your style... I can't even begin to imagine how amazing they would turn out.
Love the way you sprite, man. Even if it doesn't fit in completely, I still love using your creations. Looking forward to future releases made by you.
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Sun Mar 09, 2008 8:19 pm |
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KnightD
Joined: Thu Nov 15, 2007 5:49 pm Posts: 98
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Re: Heavy Turret--1st mod, 2nd release
If you made an actor that would be amazing, considering the detail you have put into your turret and craft.
I'm DLing now, I hope the turret's power matches it's gorgeous (albeit out of place) look.
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Sun Mar 09, 2008 10:05 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Heavy Turret--1st mod, 2nd release
systmh wrote: edit: Kowie654: i assume you mean the muzzle flash explosion.. i did want to make it bigger, but when an AEmitter is used as a flash (perhaps in other instances too) it seems that the particles emit and get 'trapped' when not in use. when the emitter is activated, all those trapped particles get out and lag up the game. because of this, i wanted to use as few particles as i could to prevent mucking up the gameplay. Click "Charge blaster" in my sig, that uses that and explains it (I think).
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Sun Mar 09, 2008 11:25 pm |
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zness
Joined: Sat Aug 25, 2007 5:50 am Posts: 319 Location: Planet Telex
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Re: Heavy Turret--1st mod, 2nd release
Neh... The turrets got a cool sprite. But the code isnt all that good. It just shoots an explosive fireball. Be much, much cooler if it shot a big shell with an awesome muzzle flash/smoke trail.
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Mon Mar 10, 2008 10:07 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Heavy Turret--1st mod, 2nd release
Niice. I love these sprites. they don't really fit, but they're so awesome it doesn't matter. keep it up, i want to see an actor with these sprites!
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Mon Mar 10, 2008 10:34 am |
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systmh
Joined: Wed Feb 27, 2008 6:07 am Posts: 40 Location: Austin, Texas
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Re: Heavy Turret--1st mod, 2nd release
zacness wrote: Be much, much cooler if it shot a big shell with an awesome muzzle flash/smoke trail. actually, i have a question about that. how do i get an MOSRotating or TDExplosive to line up with the direction of fire? i tried assigning a sprite to it but it just fires out in its default horizontal alignment regardless of the angle of the gun.
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Mon Mar 10, 2008 6:40 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: Heavy Turret--1st mod, 2nd release
systmh wrote: zacness wrote: Be much, much cooler if it shot a big shell with an awesome muzzle flash/smoke trail. actually, i have a question about that. how do i get an MOSRotating or TDExplosive to line up with the direction of fire? i tried assigning a sprite to it but it just fires out in its default horizontal alignment regardless of the angle of the gun. You can't, I'm afraid. I'm hoping that Data will fix that soon ): The only remotely realistic way you could have a non-circular object launched and look alright would be if it spun.
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Mon Mar 10, 2008 7:38 pm |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Heavy Turret--1st mod, 2nd release
Unfortunately nobody has found a way of aligning the sprite with the direction it's been fired yet. I guess we'll have to wait until data implements it himself. In the meantime we'll have to put up with spherical munitions
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Mon Mar 10, 2008 7:40 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Heavy Turret--1st mod, 2nd release
capnbubs wrote: In the meantime we'll have to put up with spherical munitions Or, y'know, pentagonal munitions? :3 Anyways, the sprite is just as awesome as the last one... Bloody awesome! The cannon also has a very nice feel to it. One really gets the impression of it actually being a very large cannon (Other giant cannons doesn't always feel right) The smoking shell casings are a nice little detail as well... And while the shell itself doesn't look too spectacular, i quite like the way it blows, hammering through very tough defenses (And actors)... All in all, great job!
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Mon Mar 10, 2008 8:12 pm |
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Oni Zanders
Joined: Thu Apr 12, 2007 11:35 pm Posts: 64
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Re: Heavy Turret--1st mod, 2nd release
Evil Frosted Muffins wrote: SWEET BEANS IN A BASKET!! This sprite is amazing and the coding is amazing also. YGMDL. For the love of whatever god you believe in please keep making these amazing mods. First...quit humping his leg. Second...I agree; it doesn't fit in as much as even the lander did. Third...I don't like the way it looks when compared to CC sprites; but otherwise it looks nice. Fourth...Turrets are always nice. Heavy turrets are even better.
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Tue Mar 11, 2008 3:13 am |
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pieman280
Joined: Sat Oct 20, 2007 11:17 pm Posts: 199
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Re: Heavy Turret--1st mod, 2nd release
systmh wrote: pieman280: please go right ahead and post it! that'd be great. thanks a lot.
Okay! The only thing I have to say is that it makes a new section in the menu. most of you don't like this, so I would advise you to change it. Here ya go!
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Tue Mar 11, 2008 11:25 pm |
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Anubis
Joined: Mon May 21, 2007 6:05 am Posts: 19
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Re: Heavy Turret--1st mod, 2nd release
3 solid wrote: PLUS: Normally everyone is complaining that mods aren't original enough, now that something original comes along you don't like the main original part of it? Make up your mind!
Enough Said
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Wed Mar 12, 2008 4:55 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Heavy Turret--1st mod, 2nd release
Wow, what's the total amount of words you've contributed to the forums? 26?
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Wed Mar 12, 2008 6:05 am |
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Leevizer
Joined: Fri Mar 23, 2007 2:05 pm Posts: 88 Location: Tampere
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Re: Heavy Turret--1st mod, 2nd release
+: THE SPRITE IS FRIKKIN AWESOME!
-: It is a generic turret mod. The sprite doesnt fit in CC. It gives nothing new.
If u make more mods, make the sprite fit in the game. This would be perfect for a SNES game, but not CC.
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Wed Mar 12, 2008 12:27 pm |
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