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New Mod: Stick-Fig! (alpha - ideas)
Posted: 29 Jul 2007, 20:46
by url_00
Hi all!
I FINALLY making a mod,
STICK FIGURE COMBAT!! (w00t!)
So I was thinking... Do blender egdes come out right in Spring?
Or do I need to make rectangles for the leg and arms etc.?
[PS. Can Wings have just egdes!??!]
Posted: 29 Jul 2007, 20:52
by Guessmyname
Just edges? No. Don't try making a model entirely out of edges, 'cos that really won't work...
Use cylinders (6 or 8 sides will do)
Posted: 29 Jul 2007, 20:57
by url_00
Guessmyname wrote:Just edges? No. Don't try making a model entirely out of edges, 'cos that really won't work...
Use cylinders (6 or 8 sides will do)
Ok thx 4 the quick reply!
Posted: 29 Jul 2007, 21:24
by url_00
Here is my first try at making a stick figure:
So, how should I make it so the commander dosn't look like everybody else?
And, do any of you guys want to help this project?

Posted: 29 Jul 2007, 21:40
by Guessmyname
Hmm. I'd suggest you research human proportions.
As for the commander, I dunno. Give him a cowboy hat or a rediculously oversized gun.
Posted: 29 Jul 2007, 21:46
by url_00
ok I'll do that!

Posted: 29 Jul 2007, 22:22
by url_00
Umm... What color is the current team's color?

Posted: 30 Jul 2007, 00:13
by url_00
url_00 wrote:Umm... What color is the current team's color?

nm I think I found out. (255, 0, 255)
Posted: 30 Jul 2007, 00:56
by Peet
It's the alpha layer of the first texture

Posted: 30 Jul 2007, 01:29
by url_00
Well, since I want the only texture to be the team color, what can I do?
Posted: 30 Jul 2007, 01:36
by Guessmyname
Make the base texture white
Make the teamcolour texture white
Make the reflection map black
Make the self-illumination map white
(this is assuming you're using the 4-bitmap Upspring .dds method)
Posted: 30 Jul 2007, 01:43
by url_00
Well, I'm using the .tga method, so I filled a .tga with alpha (255, 0, 255).
In Upspring this looks fine, and the team color test worked.
Will this aslo work in Spring? (I'll find out 4 myself in a min or two,

)