Loading...
  OR  Zero-K Name:    Password:   

the shield Texture

38 posts, 6137 views
Post comment
Filter:    Player:  
Page of 2 (38 records)
sort
13 years ago
i donkt know, if you can change the shield-texture, or is it a part of the spring engine?

So if you could change it, pls do it! it looks so ugly!
I sugggest a a texture desing like this:


And that the only the edgeds of this texture is viewable :) i think that would be very cool!
+0 / -0
13 years ago
your "texture" is just a hexagonal pattern devoid of any effects or colour. 0.o

I do think ZK could use a "better" texture as i find it hard to distinguish between "good to take a little more" and broken/down.

+0 / -0
13 years ago
:(
+0 / -0


13 years ago
Hex grid could signal "defensive" nature of shield more. But overlapping shields would look very ugly i fear.
+0 / -0
13 years ago
lets try, then we would see it!
+0 / -0
Skasi
13 years ago
Maybe that would stop newbies from spaming a dozen useless shields in a game, Licho.

ZK is open source, you can show us a screenshot of how such a shield would look like, Schwamm. :)
+0 / -0
13 years ago
Ok, i will do somethin in BLender for u
+0 / -0
13 years ago
What do you think about something like that?
(im a noob with blender xD)

http://img821.imageshack.us/i/shield1.jpg/

http://img818.imageshack.us/i/shield2.jpg/
+0 / -0


13 years ago
If you want to try out some textures you can replace the texture bitmaps\GPL\wakeLarge.png.
+0 / -0


13 years ago
Instructions how to change the game are here

http://zero-k.info/Wiki.mvc/Developing
+0 / -0
13 years ago
WTF is that ! how can i create now a valid .sd7 file? i only want to test it!

( I've donwloaded this strange tool, and have the zero-k files local)
+0 / -0

13 years ago
You don't want a .sd7, you just want a regular folder with a .sdd extension.

Spring can read files from that too, and you don't need to uncompress/recompress every time you want to change something.
+0 / -0

13 years ago
Still lots of work needed to make it look any kind of good, but I think this is somewhat what you were looking for:

[image]http://img651.imageshack.us/img651/4600/screen00092.png[/image]
+0 / -0

13 years ago
whoops, need preview and edit buttons

+0 / -0

13 years ago
The main problem of course it that it would look terrible when you started overlapping them.
+0 / -0
13 years ago
hm... yeah, that is awsome :)

and for the overlapping i have a idear :)

is it possilbe to make a "buildrange"? so that a shields have a range of 500 to each other, for expample? (i think it would be also a good idear against "camper")
+0 / -0
Skasi
13 years ago
Is it possible to use two different textures? The current one with lower alpha as default and the new one with high alpha at the coordinates where shots hit?
+0 / -0

13 years ago
Nope.

As far as engine support for visualization goes, shields are super limited. They are going to look crappy pretty much no matter what.

You can see shield variables on this page: http://springrts.com/wiki/Weapon_Variables
+0 / -0


13 years ago
Perhaps there is shieldhit callin, someone should check sources.
+0 / -0
13 years ago
@[0K]luckywaldo7: Very nice texture :) Like it ;-)


I like a shield textures with more vacancies, beacuse then you can still see your units through it if these shield generators are accumulated on one position. For example:

1.



--------------
or this:
2.




I found this - very interesting:
http://www.moddb.com/mods/total-annihilation-escalation/images/shield-generators

greets
+0 / -0
Page of 2 (38 records)