Metal baseplate decals - V1 released! - Page 3

Metal baseplate decals - V1 released!

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Zoombie
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Post by Zoombie »

Those ground plates make base's look more like, well, base's and less like a random assortment of nonconnected buildings. Good show.
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Caydr
Omnidouche
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Post by Caydr »

Just looked at bigbuildings4fj.jpg @ imageshack that someone posted. What the flicky is wrong with your graphics card?
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unpossible
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Post by unpossible »

Caydr wrote:Just looked at bigbuildings4fj.jpg @ imageshack that someone posted. What the flicky is wrong with your graphics card?
i thought that's how the shadows were supposed to look...
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IceXuick
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Post by IceXuick »

Can a building have 2 ground-decals?

I like your sand/asfalt/gravel thing, but i also like the metal thing..

maybe you can make one large decal with asfalt on the outer rim, and the metal one on the inside.. But as i said earlies, watch out for strange deformations on 'not-flat' terrain.
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smoth
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Post by smoth »

it can only have one ground decal. Also, if you want to avoid deformation you can simply keep the decal within the range of the footprint.
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Das Bruce
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Post by Das Bruce »

unpossible wrote:
Caydr wrote:Just looked at bigbuildings4fj.jpg @ imageshack that someone posted. What the flicky is wrong with your graphics card?
i thought that's how the shadows were supposed to look...
Thats how poor peoples shadows look. :(
Shadow7
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Post by Shadow7 »

Someone tell me how to extract those textures, and I will maybe create something really cool for you guys...
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FireCrack
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Post by FireCrack »

Hmm.. metal looks good fr core, but arm would mkae more sense with concrete...
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unpossible
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Post by unpossible »

Das Bruce wrote:
unpossible wrote:
Caydr wrote:Just looked at bigbuildings4fj.jpg @ imageshack that someone posted. What the flicky is wrong with your graphics card?
i thought that's how the shadows were supposed to look...
Thats how poor peoples shadows look. :(
hmmm. i didn't realise i was that poor :(. the x800 GTO works fine for everything else :oops:
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Deathblane
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Post by Deathblane »

Shadows are optimised for NVIDIA, so GTO x800's (mine included) don't quite cut it.
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aGorm
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Post by aGorm »

unpossible wrote:
Rayden wrote:Something like that?

Btw. Dawn of War has many concrete decals
nah the squids would tile horribly :roll: :P

10$ for a little texture - sweet zombie jesus!
I could remake that I bet... I've done plent of that sort of thing for my maps. If you want ill do so.

aGorm
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unpossible
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Post by unpossible »

i reckon there's enough of the image not under the squid logos to recreate it, considering it's tiled in the first place :P
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Masse
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Post by Masse »

how abaut making decals more flexible... so we could make decals under any object.
units, features
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SinbadEV
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Post by SinbadEV »

unpossible wrote:i reckon there's enough of the image not under the squid logos to recreate it, considering it's tiled in the first place :P
Yes... but's that's stealing... sort-of... recreting isn't.
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SinbadEV
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Post by SinbadEV »

Masse wrote:how abaut making decals more flexible... so we could make decals under any object.
units, features
AND MAKE THEM SPIN AND MAKE THEM SCRIPT CONTROLLED SO I COULD PUT COOL MAJIC RUNES SPINNING AROUND LIKE IN DAWN OF WAR!
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Masse
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Post by Masse »

i was thinking of something way more simple like making "shadows" from decals
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smoth
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Post by smoth »

Not that you people care:

Image

OMG shaddows.. :roll:
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Masse
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Post by Masse »

very nice smoth... but i meant making shadows for moving units from decals
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SinbadEV
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Post by SinbadEV »

why would you need decals as shadows when we already have dynamic shadows?
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Masse
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Post by Masse »

i could only show how much prettier it makes "shadows" if it is as decal just a blob under unit looks nice
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