Step by step assitance needed... Questions here.

Talk about anything related to old versions of Armada.
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posted on July 28th, 2009, 1:34 am
well, apperentally more likely than I thought.  Here are some pics of some textures I made for the stock one.  I'm still working on getting the color right, but for now, just have a look.

Attachments

Snapshot000.PNG
Snapshot001.PNG
Snapshot002.PNG
posted on July 28th, 2009, 2:19 am
ok, here you go, some textures for the refractor.  Tell me what you think.

Attachments

Snapshot003.PNG
Snapshot004.PNG
snapshot005.PNG
Wcorbrefr.tga
Wcorbrefr.tga (256.04 KiB) Viewed 434 times
Wcorbrefr_1.tga
Wcorbrefr_1.tga (64.04 KiB) Viewed 435 times
Wcorbrefr_2.tga
Wcorbrefr_2.tga (16.04 KiB) Viewed 435 times
posted on July 28th, 2009, 6:44 pm
OMG! That is the best ever!
posted on July 28th, 2009, 11:05 pm
The 'Admirals Sovereign' for stock Armada 2 comes with a retextured Corbomite Reflector. The one with that ship is the best (opinion).
posted on July 29th, 2009, 1:10 am
Tyler wrote:The 'Admirals Sovereign' for stock Armada 2 comes with a retextured Corbomite Reflector. The one with that ship is the best (opinion).


DB :schmoll:
posted on July 29th, 2009, 1:18 pm
Adm. Zaxxon wrote:DB :schmoll:


?
posted on July 29th, 2009, 8:23 pm
How do I do light mapping? Anyone know? More specifically in Adobe Photoshop Elements 5.0, that is what I use for texturing.
posted on July 29th, 2009, 9:14 pm
1337_64M3R wrote:How do I do light mapping? Anyone know? More specifically in Adobe Photoshop Elements 5.0, that is what I use for texturing.


alpha channel maybe?
posted on July 29th, 2009, 10:54 pm
Tyler wrote:?


it is a sideways Smiely.  D being the mouth. 

Sorry Gamer, my textureing ability's are somewhat limited.  I'm not even sure if a light map is what I think.  Any way, Sorry, you might have to wate for tyler, He might be able to help.
posted on July 30th, 2009, 11:04 am
1337_64M3R wrote:How do I do light mapping? Anyone know? More specifically in Adobe Photoshop Elements 5.0, that is what I use for texturing.


I don't know how to use Photoshop, since I only use TGATool (MW Graphics).

If you meant how to get it to light up; anything black in the alpha channel doesn't light up, anything white does and if the white gradually fades out, so does the light.
posted on July 30th, 2009, 1:39 pm
Oh, Ok. It is just that Adobe has these lighting layers and I was wondering if that would be the light map. I usually put a completely transparent layer assuming that would be its alphachannel since Adobe doesn't list an 'Alpha' layering.
posted on July 30th, 2009, 4:10 pm
Alright... this one is a bit more swayed towards FO. I was wondering if I were to program fighters... how do I do the following...

1] Define the quantity of fighters
2] Define Multiple Weapons for the Fighters
3] Define Fighter flight pattern
4] Scale the fighters
5] Define health values of fighter craft
posted on July 30th, 2009, 4:13 pm
Can fighters even have multiple weapons? I thought they themselves were considered the weapon.
posted on July 30th, 2009, 4:16 pm
Open an existing fighter and see what code is there.

The only way of getting multiple weapons on a fighter that I know of is to use a double-shot sprite, like the Pulse Turret uses.
posted on July 30th, 2009, 4:20 pm
Ok... that answers most... though with scaleing... would scaling be in the same proportion as in Stock A2? Because with A1 models that I put in A2 the scale has do be redefined because of a differing scaling amount.
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