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    posted a message on The Texture Shop (request icons and textures)

    @Domper: As attached. Didn't test if it's working but it should be. Not sure if I missed any out though.

    Posted in: Art Assets
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    posted a message on Missile flying to max range

    @Bulder_Bob: Alright, it's working. Thanks a lot.

    Posted in: Data
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    posted a message on Missile flying to max range

    I'm trying to make a ability that launches a missile, which deals damage to the first unit it collides with and then disappears. I got almost everything to be working, but I can't figure out how to:

    - Make the missile always move to the maximum possible casting range in the direction of the target point. (Currently, it'll stop at the target point rather than continue moving to the max range).

    I tried changing several fields for the 'Mover', but can't seem to get it right. I also tried to find answers, but I only found the same 'questions', without the correct answers.

    Also, if it helps, here's how the ability works currently: Ability: Effect - Target (Launch Missile > Missile has periodic search behavior > Upon 'collision', damage and then suicide)

    Posted in: Data
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    posted a message on The Texture Shop (request icons and textures)

    @Marec7: I'm assuming he didn't color to alpha.

    EDIT: Added the alpha channel. I didn't check if it's working, but theoretically, it should be.

    EDIT2: @Obatztrara: As attached.

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    This should be the one he's referring to...

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    @onisagi: If you're referring to the icon, it's known as btn-ability-terran-d8charge or btn-techupgrade-terran-d-8charges. As for the unit's model, it's known as Magnetic Mine.

    @jaxter184: Yeah, I've actually done it already, just that I didn't attach it until 2 posts up.

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    @onisagi: I used 'Ctrl + Rightclick + Drag' to change the camera angle, and simply 'Rightclick + Drag' to move it around. I kept moving it around then changing the angle to get the result.

    For the background, I didn't realize I could change the previewer background through that way, so I imported a full-black terrain texture and used 'Render > Show Ground' and chose the black terrain texture.

    EDIT: Oh, and here's the .dds file of it, if anyone needs it.

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    @onisagi & jaxter184: I thought of it, but I prefer the angle of the original icon. I'm trying to figure out how to change the camera angle in the Previewer currently, which will save the trouble of coloring the icon.

    EDIT: Alright, found out how to change the camera angle.

    EDIT 2: Done.

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    I need the D-8 Charge icon colored like its actual model (There wasn't a colored version of it originally). Multi-colored stuff are troublesome :p

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    @onisagi: I was trying to achieve the effects by using Colorise and Red-Eye Reduction. I think it should've been possible to obtain a more flame-like result, but it probably would've been very time-consuming ;p

    Art requests seems to be dwindling to none recently... I should have several requests of my own, soon...

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    @onisagi: Now that really looks more like a blue flame unlike mine :p . And true, color changes requests are among the easiest to do.

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    @WraithChaser: As attached

    Force Field Red

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    @Marikh7: I converted both the missile pods pictures into .dds, and I tried editing the Napalm Burninator icon, although the end result made it looks kind of like a blue beam instead. I'll try improving it (Maybe reduce the white in the 'flames'), but here's what it looks like currently:

    Napalm Burninator Blue

    EDIT: tried to fix it, but it still seems to be lacking somewhere.

    Napalm Burninator Blue LW

    EDIT: ah damn... i just can't seem to get it right. i'll leave it to someone else for this T_T

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    @Marikh7: would this do?

    Razor Swarm

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    @onisagi: I've already imported the one by Demonette before I saw yours, but still thanks for the effort. The closing flaps idea is great, although the 2 flaps seems a bit short compared to those of what the nitro boost would have possibly looked like:

    Nitro Boost Possible Full Art?

    (Maybe not that long, but just to show the idea)

    But hey, it's just my own conjecture, so I may be wrong ;p

    P.S. I didn't use the original Nitro Boost icon to illustrate, but I checked that it had the same non-matching edge colours problem too

    Posted in: Art Assets
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