Thanks, and sorry for the dumb question
Textures from the Art Source
This is probably a stupid question, and I think it's answered in the first post, but I didn't understand it. If I have the mesial high res rocks and reticules and goodies like that (cortUI and other stuff), will this wipe that out and I'll need to re-install it all?
Thanks, and sorry for the dumb question
Thanks, and sorry for the dumb question

The nice part about being a pessimist is that you are constantly being either proven right or pleasantly surprised.
- George F. Will
well, I've done some stuff with the explosions and written a new tool, should hopefully upload some time in the future...
Last edited by madpeople on Sun Mar 15, 2009 12:55 am, edited 1 time in total.
Whoever made the choice to go for stripes instead of skulls for the giga luxy int was crazy, this thing is badass. Now it matches the scout.
Download textures folder, as always. It won't play nice with Ramaglors' new model, but a skullified version of that one is also in the works.


I'm sorry:
Because I thought I heard ship customization
But did I hear ship customization?Andon wrote:QUOTE (Andon @ Mar 13 2009, 04:04 AM) There are also 'camo masks' that can be applied to ships (a form of customization that existed at one point) and given a variety of colors. Some of these would look pretty neat on existing skins
Because I thought I heard ship customization
"Don't screw around with the $#@!head. Trust the $#@!head."
Yeah Aeris, at some point in development they planned on letting players customize their ships with different colors, patterns (like the "skull" or "zebra" patterns referenced above), decals (belters "teeth" and more), and damage effects. Unfortunately they scrapped the idea in the end, so I don't think there is even partial code for it in the code source. But they did make a lot of the artwork for it. We've actually had a lot of it from the code release, but now we've got a little bit more (and at slightly better resolution). We also have some samples of what they thought the final result should look like:
Last edited by Adaven on Tue Mar 17, 2009 2:46 pm, edited 1 time in total.
[img]http://www.freeallegiance.org/forums/st ... erator.gif" alt="IPB Image">
<img src="http://adaven6x7.googlepages.com/PKBanner3copy.png[/img]
<img src="http://adaven6x7.googlepages.com/PKBanner3copy.png[/img]
That's not how modifying your artwork files works, Valiance
If you changed all your ship textures to black, YOU would see black for everything, but everyone else just sees their textures. Not exactly advantageous for you. Right now, that's all we can do in terms of customization... It's possible that there's code leftover from when they were working on this, but even if there is it probably wouldn't be easy to get it back in game.
The shinies in question should be up already, but Tortoise doesn't like being interrupted by flaky connections.
I'll post again when they're finished.
http://allegiance.reddragoninn-rdi.com/svn...hip%20textures/
Done.
The shinies in question should be up already, but Tortoise doesn't like being interrupted by flaky connections.
http://allegiance.reddragoninn-rdi.com/svn...hip%20textures/
Done.
Last edited by Quia on Tue Mar 17, 2009 6:46 pm, edited 1 time in total.


How about assigning the textures to different tech levels of the same ship? It's always bugged me that the lt int looks the same as the int looks the same as the hvy int, and same for fighters, scouts, etc. Even fighter-bombers look the same as regular figs. Only giga luxury versions of ships look different. I know this is probably because the code just uses the exact same model for each, and that might be bothersome to change, but this way at least no actual modelling or texturing work needs to be done -- use the same models, and just add a few new textures from the existing set?





