Marketplace 2013
Moderators: MR.D, Moderators
Marketplace 2013
I own Cubex a Sniper model, in exchange for the palmtreephysics he made for the beherith.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
Re: Marketplace 2013
are you offering trade of assets? or...
Re: Marketplace 2013
Its basically a offically I.O.U. Stack.. right were everybody can see it.
Dont know if other have made such trade agreements.
Dont know if other have made such trade agreements.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
Re: Marketplace 2013
I like the idea of skill trades amongst the community but sometimes the trade can go bad... Right Car?
Re: Marketplace 2013
Yea it's like a simbiosis thing, I have a programming skills (not as code ninja) but my modeling/texturing skills are kinda newbieish, on other hand Pic wanted a script so I offered to do it in exchange of a nice model :D
As my time is quite reduced at this moment the model can wait long so I don't have any pressure
EDIT: Also I'm using the little free time in programming a Python RTS engine, just for learning :-D, probably I will make a Kernel Panic inspired game in 2D
As my time is quite reduced at this moment the model can wait long so I don't have any pressure
What happened?bobthedinosaur wrote:I like the idea of skill trades amongst the community but sometimes the trade can go bad... Right Car?
EDIT: Also I'm using the little free time in programming a Python RTS engine, just for learning :-D, probably I will make a Kernel Panic inspired game in 2D
- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: Marketplace 2013
I think this is an interesting idea, Picasso.
I hope the I.O.U. Stack won't quickly turn into an unpopular confession booth.
I hope the I.O.U. Stack won't quickly turn into an unpopular confession booth.
Re: Marketplace 2013
Fullfilled aaand delivered
- Attachments
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- sniperv2.sd7
- (782.94 KiB) Downloaded 16 times
Re: Marketplace 2013
Another I.O.U with PicassoCT, a terraformer master unit model for my game in exchange of PaxCentrail unit walk animation in JW
Re: Marketplace 2013
Krutschow.. your explosion
Re: Marketplace 2013
hmm :/ it doesn't look that bad but it looks well blurish and it got that spitz-zipfel
aswell alot of its detail got lost.
If you dont mind could you possible make it more detailed/not so blurred up?
And well if you can't do this or wont do this I don't mind either,
Anyway if you want me something for you modeled or need ceg then shout it,
one hand washes the other.
Re: Marketplace 2013
That tool is kinda nice and I used that for my previous projectSinbadEV wrote:http://www.deepblueapps.com/explosion-generator-3/ ?
but well there is not much control how a sprite should look like but atleast they made it for games in mind
> http://www.rigzsoft.co.uk/ there is also this but it cost in euro around 40€ so kinda pricey but atleast not so overpriced like particle illusion where they demand for like 200-300$ even for the plugins they demand in that similar price-range and you have far less control compared to Timeline FX,
For example in Particle Illusion if you want to have trail like effect you can only have this to the whole particle system, on Timeline one you can mix & match it like partially trail effect and the other normal
Through they all don't make the same effect like in the 80-90's movie where they used some kind of a computer (?) and all those explosions have a distinctive shapes on them
see > http://www.artbeats.com/collections/206 ... plosions-1 but they are overpriced as fuck :/
Re: Marketplace 2013
Cubex wrote:Another I.O.U with PicassoCT, a terraformer master unit model for my game in exchange of PaxCentrail unit walk animation in JW
Is it to late to start Bargaining? This horse was never worth just a animation cycle, i demand it more camels and a free saddle in addition.
- Attachments
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- constructor.7z
- (3.49 MiB) Downloaded 11 times
Re: Marketplace 2013
FLOZi here is your stuff
The EmitCode
The Two CEGS
The EmitCode
Code: Select all
EmitSfx( Piecename,1025)
Sleep(1300)
EmitSfx(Piecename,1024 )
Code: Select all
-- this is the first effect responsible for the unfolding of the sfx
return {
["ccssfxexpand"] = {
alwaysvisible = true,
usedefaultexplosions = false,
lensflare = {
air = true,
class = [[CSimpleParticleSystem]],
count = 1,
ground = true,
properties = {
airdrag = 0.7,
alwaysvisible = true,
colormap = [[0.95 0.95 0.95 0.01 0.95 0.95 0.95 0.01 0.95 0.95 0.95 0.01 0 0 0 0.0]],
directional = true,
emitrot = 10,
emitrotspread = 10,
emitvector = [[0, 0 r0.001 , 0]],
gravity = [[0, 0, 0]],
numparticles = 1,
particlelife = 55,
particlelifespread = 0,
particlesize = [[1 ]],
particlesizespread = 0,
particlespeed = 0,
particlespeedspread = 0,
pos = [[0, 50, 0]],
sizegrowth = 1.000000000000001,
sizemod = 0.91,
texture = [[lensflareCenter]],
useairlos = false,
},
},
expandstrobe = {
air = true,
class = [[CSimpleParticleSystem]],
count = 1,
ground = true,
properties = {
airdrag = 0.7,
alwaysvisible = true,
colormap = [[0.95 0.95 0.95 0.01 0.95 0.95 0.95 0.01 0.95 0.95 0.95 0.01 0 0 0 0.0]],
directional = false,
emitrot = 10,
emitrotspread = 10,
emitvector = [[0, 0 r0.001 , 0]],
gravity = [[0, 0, 0]],
numparticles = 1,
particlelife = 90,
particlelifespread = 0,
particlesize = [[12 ]],
particlesizespread = 0,
particlespeed = 0,
particlespeedspread = 0,
pos = [[0, 50, 0]],
sizegrowth = 1.000000000000001,
sizemod = 0.975,
texture = [[expandingstrobe]],
useairlos = false,
},
},
innerspiral = {
air = true,
class = [[CSimpleParticleSystem]],
count = 1,
ground = true,
properties = {
airdrag = 0.7,
alwaysvisible = true,
colormap = [[0.95 0.95 0.95 0.01 0.95 0.95 0.95 0.01 0.95 0.95 0.95 0.01 0 0 0 0.0]],
directional = false,
emitrot = 10,
emitrotspread = 10,
emitvector = [[0, 0 r0.001 , 0]],
gravity = [[0, 0, 0]],
numparticles = 1,
particlelife = 90,
particlelifespread = 0,
particlesize = [[2 ]],
particlesizespread = 0,
particlespeed = 0,
particlespeedspread = 0,
pos = [[0, 50, 0]],
sizegrowth = 1.000000000000001,
sizemod = 0.975,
texture = [[innerswirl]],
useairlos = false,
},
},
outerspiral = {
air = true,
class = [[CSimpleParticleSystem]],
count = 1,
ground = true,
properties = {
airdrag = 0.7,
alwaysvisible = true,
colormap = [[0.95 0.95 0.95 0.01 0.95 0.95 0.95 0.01 0.95 0.95 0.95 0.01 0 0 0 0.0]],
directional = false,
emitrot = 10,
emitrotspread = 10,
emitvector = [[0, 0 r0.001 , 0]],
gravity = [[0, 0, 0]],
numparticles = 1,
particlelife = 90,
particlelifespread = 0,
particlesize = [[8 ]],
particlesizespread = 0,
particlespeed = 0,
particlespeedspread = 0,
pos = [[0, 50, 0]],
sizegrowth = 1.000000000000001,
sizemod = 0.975,
texture = [[outerspira]],
useairlos = false,
},
},
spark = {
air = true,
class = [[CSimpleParticleSystem]],
count = 15,
ground = true,
water = true,
properties = {
airdrag = 1,
colormap = [[0.2 0.8 1 0.01 0.2 0.8 1 0.01 0 0 0 0.01]],
directional = true,
emitrot = 5,
emitrotspread = 42,
emitvector = [[0 r-0.3 r0.3,-0.3, r-0.3 r0.3]],
gravity = [[0, 0.007, 0]],
numparticles = 1,
particlelife = 35,
particlelifespread = 20,
particlesize = 0.5,
particlesizespread = 0,
particlespeed = 0.5,
particlespeedspread = 1,
pos = [[0, 50, 0]],
sizegrowth = [[0.0 r.20]],
sizemod = 1.0,
texture = [[slicerspark1]],
useairlos = false,
},
},
spark2 = {
air = true,
class = [[CSimpleParticleSystem]],
count = 15,
ground = true,
water = true,
properties = {
airdrag = 1,
colormap = [[0.2 0.8 1 0.01 0.2 0.8 1 0.01 0 0 0 0.01]],
directional = true,
emitrot = 5,
emitrotspread = 42,
emitvector = [[0 r-0.3 r0.3,0.3, r-0.3 r0.3]],
gravity = [[0, -0.007, 0]],
numparticles = 1,
particlelife = 35,
particlelifespread = 20,
particlesize = 0.5,
particlesizespread = 0,
particlespeed = 0.5,
particlespeedspread = 1,
pos = [[0, 50, 0]],
sizegrowth = [[0.0 r.20]],
sizemod = 1.0,
texture = [[slicerspark2]],
useairlos = false,
},
},
groundflash = {
air = false,
alwaysvisible = true,
circlealpha = 0.1,
circlegrowth = 3,
flashalpha = 0.9,
flashsize = 80,
ground = true,
ttl = 85,
water = false,
color = {
[1] = 0,
[2] = 0.5,
[3] = 1,
},
},
}
}
-- this is the second effect, responsible for the collaps back inward
return {
["ccssfxcontract"] = {
alwaysvisible = true,
usedefaultexplosions = false,
lensflare = {
air = true,
class = [[CSimpleParticleSystem]],
count = 1,
ground = true,
properties = {
airdrag = 0.7,
alwaysvisible = true,
colormap = [[0.95 0.95 0.95 0.01 0.95 0.95 0.95 0.01 0.95 0.95 0.95 0.01 0 0 0 0.0]],
directional = true,
emitrot = 10,
emitrotspread = 10,
emitvector = [[0, 0 r-0.001 , 0]],
gravity = [[0, 0, 0]],
numparticles = 1,
particlelife = 55,
particlelifespread = 0,
particlesize = [[15]],
particlesizespread = 0,
particlespeed = 0,
particlespeedspread = 0,
pos = [[0, 50, 0]],
sizegrowth = 0,
sizemod = 0.990,
texture = [[lensflareCenter]],
useairlos = false,
},
},
contractstrobe = {
air = true,
class = [[CSimpleParticleSystem]],
count = 1,
ground = true,
properties = {
airdrag = 0.7,
alwaysvisible = true,
colormap = [[0.95 0.95 0.95 0.01 0.95 0.95 0.95 0.01 0.95 0.95 0.95 0.01 0 0 0 0.0]],
directional = true,
emitrot = 10,
emitrotspread = 10,
emitvector = [[0, 0 r-0.001 , 0]],
gravity = [[0, 0, 0]],
numparticles = 1,
particlelife = 65,
particlelifespread = 0,
particlesize = [[45]],
particlesizespread = 0,
particlespeed = 0,
particlespeedspread = 0,
pos = [[0, 50, 0]],
sizegrowth = 0,
sizemod = 0.989,
texture = [[expandingstrobe]],
useairlos = false,
},
},
collapsingspiral = {
air = true,
class = [[CSimpleParticleSystem]],
count = 1,
ground = true,
properties = {
airdrag = 0.7,
alwaysvisible = true,
colormap = [[0.95 0.95 0.95 0.005 0.95 0.95 0.95 0.005 0.95 0.95 0.95 0.005 0 0 0 0.0]],
directional = false,
emitrot = 10,
emitrotspread = 43,
emitvector = [[0, 0 r-0.001 , 0]],
gravity = [[0, 0, 0]],
numparticles = 1,
particlelife = 45,
particlelifespread = 30,
particlesize = [[25]],
particlesizespread = 20,
particlespeed = 0,
particlespeedspread = 0,
pos = [[0, 50, 0]],
sizegrowth = 0,
sizemod = 0.989,
texture = [[outerspira]],
useairlos = false,
},
},
}
}
- Attachments
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- Flozi.rar
- The sfx pictures
- (154.7 KiB) Downloaded 9 times