all right everyone phobe and i need your help. We need people to skin anything. we would want it to be halloweeningish. all credit would goto you so yeah..
x
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halloween skins
- Shietzen McGrege
- Need Major Repair
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Re: halloween skins
This for the Mod by any chance or i this gonna be TT Halloween party ill try wrapping up something
Brainfart...
- Shietzen McGrege
- Need Major Repair
- Posts: 733
- Joined: Sat Sep 06, 2008 11:01 am
Re: halloween skins
Okay heres a lil preview havent compleated the set but the tank is done
not exactly scary but i tried using a slipknot mask zipper a bit and im not a fan of slipknot if anyone asks (Reggae RuleZ!)
not exactly scary but i tried using a slipknot mask zipper a bit and im not a fan of slipknot if anyone asks (Reggae RuleZ!)
- Attachments
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- screenshot_00002.png (74.54 KiB) Viewed 8871 times
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- screenshot_00001.png (76.5 KiB) Viewed 8871 times
Brainfart...
- Simon
- A Few Broken Fenders
- Posts: 210
- Joined: Tue May 20, 2008 2:19 pm
- Location: Yorkshire, England
Re: halloween skins
Hey stiff what about this
-
Im guessing you know where that goes in the special.cs file. Alter anything you'd like to.
Heres the resource-
It goes in the tanks folder
Waddya Think?

Code: Select all
//------Ghost-------//
datablock particledata(Ghost)
{
animateTexture = "1";
animTexName[0] = "game/data/shapes/common/powerupGlassSpec.png";
colors[0] = "0.900000 0.900000 0.900000 1.000000";
colors[1] = "0.900000 0.900000 0.900000 1.000000";
colors[2] = "0.900000 0.900000 0.900000 1.000000";
colors[3] = "0.100000 0.100000 0.100000 1.000000";
constantAcceleration = "1";
dragCoefficient = "10";
framesPerSec = "1";
gravityCoefficient = "1000";
inheritedVelFactor = "100";
lifetimeMS = "240";
lifetimeVarianceMS = "1";
sizes[0] = "2";
sizes[1] = "1";
sizes[2] = "0.2";
sizes[3] = "0.01";
spinRandomMax = "100";
spinRandomMin = "-100";
spinSpeed = "100";
textureName = "game/data/shapes/tanks/BossGlassSpec.png";
times[0] = "2";
times[1] = "2";
times[2] = "2";
times[3] = "2";
useInvAlpha = "0.5";
windCoefficient = "0";
};
datablock particleemitterdata(Ghostemitter)
{
className = "ParticleEmitterData";
ejectionOffset = "0";
ejectionPeriodMS = "15";
periodVarianceMS = "20";
ejectionVelocity = "5";
velocityVariance = "0.5";
lifetimeMS = "0";
lifetimeVarianceMS = "10";
orientOnVelocity = "1";
orientParticles = "0";
overrideAdvance = "false";
particleFarDist = "1000";
particles = "Ghost";
phiReferenceVel = "0";
phiVariance = "360";
thetaMax = "180";
thetaMin = "180";
useEmitterColors = "0";
useEmitterSizes = "0";
};
datablock ParticleEmitterNodeData(Ghostemitternode)
{
timeMultiple = 99;
};
//////////////////////////////////
datablock ProjectileData(DefaultProjectile)
{
velocity = 85.0; // meters per second
inheritVelocity = 0.97; // how much of shooters velocity to inherit
numBounce = 0; // usually 0
splashArea = 0.0; // usually 0
count = 145; // how many shots per clip?
saveOldCartridge = false; // chuck old cartridge or keep it around
canSave = true; // can this cartridge be saved if another comes along?
reloadTime = 150; // in milliseconds
burstDelay = 1000; // milliseconds until next burst if button held down
burstCount = 5; // number of projectiles to fire per burst
synchTime = 1000; // synch over this many milliseconds
synchBefore = 500; // synch if not older than this in milliseconds
damage = 1; // usually 1
gravityScale = 0.4; //
sizeScale = 0.9; // scale of projectile (meters for bitmaps)
resource = "~/data/shapes/tanks/Ghostprojectile.png"; // shape or bitmap
tankExplosion = "DefaultTankExplosion"; // datablock for explosion
ownTankExplosion = "DefaultOwnTankExplosion"; // datablock for explosion
bounceExplosion = "DefaultExplosion"; // datablock for explosion
otherExplosion = "DefaultExplosion"; // datablock for explosion
reticle = "DefaultReticle";
emitter = "GhostEmitter";
};
datablock ProjectileData(LightProjectile : DefaultProjectile)
{
velocity = 77.0;
inheritVelocity = 1.0;
count = 220;
reloadTime = 125;
burstDelay = 1000;
burstCount = 8;
damage = 0.87;
gravityScale = 0.4;
sizeScale = 1.;
reticle = "LightReticle";
emitter = "GhostEmitter";
};
Heres the resource-

It goes in the tanks folder
Waddya Think?
Artificial Intelligence is no match for Natural Stupidity.



- Shietzen McGrege
- Need Major Repair
- Posts: 733
- Joined: Sat Sep 06, 2008 11:01 am
Re: halloween skins
^ he just said u can edit what you want
Alter anything you'd like to.
Brainfart...
- Simon
- A Few Broken Fenders
- Posts: 210
- Joined: Tue May 20, 2008 2:19 pm
- Location: Yorkshire, England
Re: halloween skins
I think it was an edit with these close posts i must have edited it whilst you were writing stiff
Two things you could use-
Fishtanks Tank01 - The ghost of the machine would look good on that map
Rabbans Scrumball- Pumpkinscrum would go with the theme
What other sorts of skins do you want?
Two things you could use-
Fishtanks Tank01 - The ghost of the machine would look good on that map
Rabbans Scrumball- Pumpkinscrum would go with the theme
What other sorts of skins do you want?
Artificial Intelligence is no match for Natural Stupidity.



Re: halloween skins
anything u can think of trees rocks i already made a new clown goal
- Shietzen McGrege
- Need Major Repair
- Posts: 733
- Joined: Sat Sep 06, 2008 11:01 am
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