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#42 |
Member
Join Date: Jun 2009
Location: Germany
Posts: 254
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aww ugly!
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#43 |
Member
Join Date: Jun 2009
Location: Somewhere in the world anus.
Posts: 77
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Cool we can have it, it won't make a difference in the game, just make the game moar beautiful
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#44 |
Member
Join Date: Jun 2009
Posts: 500
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Looks sexy, and is useful. Mmm, imagine a full team teleport. POWER RANGERS ASSEMBLEEEEE.
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No one is taller than the last man standing.
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#45 |
Member
Join Date: Jul 2009
Location: Australia
Posts: 325
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If it can be coded T-Up. I love your sales pitch and I would like to subscribe to your magazine.
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#46 |
Member
Join Date: Jul 2009
Location: Australia
Posts: 325
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Dredged from the deep abyss of page 13 to see the light of day again!
Sorry if I shouldn't be bamping this up but I would love to see it implemented.
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#47 |
Member
Join Date: Jun 2009
Location: New Zealand
Posts: 199
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Could be vaguely helpful, T-Up
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#48 |
Member
Join Date: Jun 2009
Posts: 167
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Pretty nice addition. T-UP.
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#49 |
Forum Staff
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This might interest you:
I changed the texture of the teleport FX to be colorless. To keep it same for other models using it, the teleport FX itself must be re-imported as well, but I could fix some particle emitters while I was at it. I also found out that the end of the animation is another model, mb the same thing must be done to that (dunno what to do about particle emitters then, though - maybe give them all colors?). After MPQ compression, the texture and the model together take exactly 17kb - not too much for this awesome feature imho. If the model is problematic, inform me please. I am too lazy to test it now :P Edit: I checked the MassTeleportTarget model. Easy to change as well ofc, would take another 2kb (again after MPQ compression).
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When they come for me, I'll be sitting at my desk
With a gun in my hand, wearing a bulletproof vest singing "My, my, my, how the time does fly, when you know you're going to die By the end of the night." And said hey - Streetlight Manifesto - Keasbey Nights |
| Last edited by Infrisios; 07-20-2009 at 12:56 AM. | |
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#50 |
Member
Join Date: Jun 2009
Posts: 1,418
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Wow I never think of this before. This is one big cosmetic change if get implemented.
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#52 |
Member
Join Date: Jul 2009
Posts: 29
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T-up.
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#53 |
Member
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I really like the idea and would love to see it implemented. Kinda bored with the same blue teleports for everyone. However, this brings up a balance issue. Some of the appeal of a neutral colored teleport is that you dont really know who is coming. With colored tp's we give that away. Again its not a big problem but it might be something to consider.
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Bastards. Bastard-coated bastards with bastard filling.
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#54 |
Forum Staff
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bump!
I did not make the uploaded model a few posts ago just to see it falling down with this thread
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When they come for me, I'll be sitting at my desk
With a gun in my hand, wearing a bulletproof vest singing "My, my, my, how the time does fly, when you know you're going to die By the end of the night." And said hey - Streetlight Manifesto - Keasbey Nights |
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#55 |
Member
Join Date: Jul 2009
Location: Bulgaria
Posts: 1,734
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this is perfect that way you'll know who is teleporting
gj and T-UP |
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#56 |
Banned
Join Date: Jul 2009
Location: Ballarat
Posts: 23
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Good work. T-Up
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#57 |
Member
Join Date: Jun 2009
Posts: 180
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Only t-up if only allies can see it. Otherwise people may be able to predict whose coming in from the other team.
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#58 | |
Member
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This suggestion looks both pretty and helpful. Good job.
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#59 |
Member
Join Date: Jun 2009
Posts: 146
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Thos should be applied adds a layer to gameplay. knowing woh will come forth from the pillar of light
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#60 |
Member
Join Date: Jun 2009
Posts: 84
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Žlightblue doesn't actually look like lightblue.
Rest is Cool |