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 Post subject: Cegs...
PostPosted: 08 Apr 2012, 19:41 
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Joined: 01 Apr 2010, 20:05
Yo guys I made some few cegs for you
http://www.youtube.com/watch?v=NtjKbdti ... ature=plcp

Tell me what I have to change or improve whatever before I hand down those cegs to you...

Edit: Now it is committed EVERYTHING IS NOW TOO LATE FOR CHANGES!


Last edited by Karl on 09 Apr 2012, 15:05, edited 1 time in total.

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 Post subject: Re: Cegs...
PostPosted: 08 Apr 2012, 21:55 
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Joined: 19 May 2006, 18:13
Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
Look very nice :-)
Where to get them?
Can you commit them to ZK?


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 Post subject: Re: Cegs...
PostPosted: 08 Apr 2012, 22:05 
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Licho wrote:
Look very nice :-)

Thanks

Licho wrote:
Look very nice :-)
Where to get them?

Not yet because I need to polish a few things and fixing debris-trail CEG's

Licho wrote:
Can you commit them to ZK?

I will look on it after the CEG's are done


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 Post subject: Re: Cegs...
PostPosted: 09 Apr 2012, 02:06 
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Joined: 13 Jan 2005, 00:46
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very cool also I like the music, don't understand the lyrics but sounds smooth as hell!


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 Post subject: Re: Cegs...
PostPosted: 09 Apr 2012, 11:24 
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Joined: 01 Apr 2010, 20:05
The music is actually from sudden strike 1 or 2 :P
Hmm well it seems when no one gives constructive criticism or suggestion then I will look today that it gets committed

here it is I took from there with lyrics:
http://www.youtube.com/watch?v=l8OvgMQ-wfI


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 Post subject: Re: Cegs...
PostPosted: 09 Apr 2012, 16:17 
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I don't really see anything to criticize. It seems like you made good use of particle count. I think using dynamic water is a bit deceptive as most people do not run that and thus the CEGS will be a bit different when used in game for most when they hit water(no seafoam). At the same time I like that you used dynamic water because it helps show off spring.


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 Post subject: Re: Cegs...
PostPosted: 09 Apr 2012, 17:08 
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Joined: 12 Oct 2007, 08:24
It would be good if dynamic water could be detected and use a wake ground thing if dynamic water is not enabled.


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 Post subject: Re: Cegs...
PostPosted: 09 Apr 2012, 18:51 
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Joined: 01 Apr 2010, 20:05
Oke thanks all of your for the positive feedback.
I will look soon that I make some few more cegs for Zero-K aswell improving some few old ones...

Edit: lol at the Sudden Strike video.
Nice PR tho whomever added this.


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 Post subject: Re: Cegs...
PostPosted: 10 Apr 2012, 09:18 
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Joined: 12 Oct 2007, 08:24
The Leveler effect doesn't work probably because Leveler has burnblow = true. All the effects look a bit strange on water with water !2, they need some sort of wake added.

Finally which effects are you planing on remaking? I ask because some may not need remaking.


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 Post subject: Re: Cegs...
PostPosted: 10 Apr 2012, 09:39 
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-ataalaser (it's ceg doesn't match aoe)
-some few death cegs
-emg impact
-laser
and a few more... can't think of it right now


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 Post subject: Re: Cegs...
PostPosted: 10 Apr 2012, 09:48 
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Joined: 12 Oct 2007, 08:24
What is ataalaser? I also think the emg CEGs are fine.

Edit: The Leveler ceg should be replaced with a terrain independent one because it often explodes mid air.


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 Post subject: Re: Cegs...
PostPosted: 10 Apr 2012, 09:53 
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tachyon cegs...
are you kidding me? the EMG ceg is the ugliest one that i've seen
just a groundflash and 5 plasma more not...

and yes leveler gets new ceg then


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 Post subject: Re: Cegs...
PostPosted: 10 Apr 2012, 10:03 
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Joined: 12 Oct 2007, 08:24
Oh ok you mean light emg not heavy. It is very spamming so make sure the effect is about as inconspicuous as the current one.


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 Post subject: Re: Cegs...
PostPosted: 14 Apr 2012, 19:17 
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what you even have heavy emg ceg? never seen it


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 Post subject: Re: Cegs...
PostPosted: 14 Apr 2012, 21:36 

Joined: 17 Sep 2008, 03:36
Location: your imagination
You can see the heavy emg ceg on the warrior, stardust, and brawler.

You can kind of see it here:

Image

It basically means an emg with aoe burst on hit.


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