Absolute Annihilation 2.11 graphical discussion - Page 2

Absolute Annihilation 2.11 graphical discussion

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

KOOL

they work fine (they don't desync the game)

and they look SOOOOOO much better then the default AA ones.

Thanks!
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

They really rox !
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Are they for all buildings?
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Silly rabbit, DDS kicks ass.
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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

Caydr wrote:Silly rabbit, DDS kicks ass.
appaerntly so. the key seems to be converting from .tga to .dds. .psd to .dds just doesn't work :roll:
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Now I am going to make some rather absurd, bright ones.
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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

neddiedrow wrote:Now I am going to make some rather absurd, bright ones.
oh noes! texture hacks make baby jesus cry
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Do deecals still need to be removed from F4 mode?
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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

Dragon45 wrote:Do deecals still need to be removed from F4 mode?
yes they still sit on top of the metal map
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Image
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

heh, what an appropriate use for that graphic...
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