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consideration about special efect texture particule interfac

Posted: 10 Mar 2009, 16:18
by emmanuel
animated picture in menu/description/tooltips
=build menu with animated picture :
Image
and or popup

video load screen
=porn movie during the boring path calcul on big map/mod

looby upload avatar for in game team texture
=upload in the battle room a 80*80picture that will be showed on evry unit and building (and corpses)owned in game

looby show pict & char of mods (as map)
=choose the mod in battle room and show the units picture with hp speed weapon costs etc (can need scrolling)

ingame ads texture
unit texture with commercial logo that make money for spring (and game winner)

ingame spring logo
=spring writed evry where

sport wararena maps with ads
=map designed as an artificial battlefield specially made for have war
can be textured with sport logo (like american football)
or publicity :fake for fun or real for make money that will gift winner and spring

real ads need anticheat obivously and seems not ready !


Image

promo or ads or clanwar or player logo avatar:

corpses keep last owner team logo alow a quick info for massmurder wastation Image
(seems the red team spend more on this screenshoot)

Re: consideration about special efect texture particule interfac

Posted: 10 Mar 2009, 17:09
by Otherside
BRACE FOR EPIC !!!

Image

Re: consideration about special efect texture particule interfac

Posted: 10 Mar 2009, 17:36
by emmanuel
Otherside wrote:BRACE FOR EPIC !!!

[img]http://spring.clan-sy.com/phpbb/downloa ... hp?id=1511[/ig]
? can yu explain and develop yur sentence in a more retard manner that i m able understand in my toppic ?(more than 3 words needed )
lulz dgun @ly g² lol #

Re: consideration about special efect texture particule interfac

Posted: 10 Mar 2009, 17:44
by Otherside
I F*** IN SKY!!!!

Re: consideration about special efect texture particule interfac

Posted: 10 Mar 2009, 17:59
by AF
Otherside wrote:BRACE FOR EPIC !!!

Image
hmm smoth has a feature in your mod?

Re: consideration about special efect texture particule interfac

Posted: 10 Mar 2009, 18:14
by emmanuel
AF wrote:
Otherside wrote:BRACE FOR EPIC !!!
[img]http://spring.clan-sy.com/phpbb/downloa ... hp?id=1511[/ig]
hmm smoth has a feature in your mod?
i dont understand the interest of this smoth mouse lua : dont fill any changes when enabled

Re: consideration about special efect texture particule interfac

Posted: 10 Mar 2009, 19:03
by Forboding Angel
What he's asking for is a feature request for animated buildpics, and tb quite h, it's not a bad idea either.

Re: consideration about special efect texture particule interfac

Posted: 10 Mar 2009, 19:07
by lurker
Animated buildpics are easy, give me an animation sequence and I'll animate the button the same day.

Re: consideration about special efect texture particule interfac

Posted: 10 Mar 2009, 19:29
by emmanuel
lurker wrote:Animated buildpics are easy, give me an animation sequence and I'll animate the button the same day.
yu talk about spring dev or the mod making ?
do yu plan to build a mod around this ...?
never see any button doing this :
maybe yu need to help the modder by revelating yur holly secrets ?
do we need tortur yu for stole this info ?

Re: consideration about special efect texture particule interfac

Posted: 10 Mar 2009, 19:31
by lurker
emmanuel wrote:tortur
:cry: nooooo, I'll make a widget don't hurt me!


This is something any mod maker can do.

Re: consideration about special efect texture particule interfac

Posted: 10 Mar 2009, 20:42
by emmanuel
lurker wrote:
emmanuel wrote:tortur
:cry: nooooo, I'll make a widget don't hurt me!
This is something any mod maker can do.
im a unit maker;
is this widget low the framerate ?

Re: consideration about special efect texture particule interfac

Posted: 12 Mar 2009, 06:57
by lurker
emmanuel wrote:im a unit maker;
I mean: This is something any mod can have; there don't have to be changes to spring.
emmanuel wrote:is this widget low the framerate ?
It shouldn't.

Re: consideration about special efect texture particule interfac

Posted: 12 Mar 2009, 07:22
by Forboding Angel
Unless I'm mistaken, the only part that could possibly lower the framerate with animated buildpics would be when it loads them initially (a la, clicking on a constructor), but even then I can't see it really causing any trouble.

Re: consideration about special efect texture particule interfac

Posted: 13 Mar 2009, 12:15
by Sabutai
There was a widget with a unitmodel instead of a buildpic. It rotated when you mousehovered over it...

Re: consideration about special efect texture particule interfac

Posted: 13 Mar 2009, 12:19
by Otherside
Sabutai wrote:There was a widget with a unitmodel instead of a buildpic. It rotated when you mousehovered over it...

its one of the grouping widgets (autogroup maybe ??)

Re: consideration about special efect texture particule interfac

Posted: 13 Mar 2009, 19:50
by CarRepairer
Otherside wrote:
Sabutai wrote:There was a widget with a unitmodel instead of a buildpic. It rotated when you mousehovered over it...

its one of the grouping widgets (autogroup maybe ??)
Not autogroup. Perhaps you mean unitgroups.

Re: consideration about special efect texture particule interfac

Posted: 14 Mar 2009, 04:42
by Pressure Line
Sabutai wrote:There was a widget with a unitmodel instead of a buildpic. It rotated when you mousehovered over it...
Selection buttons. There is (was?) a boolean switch you can change to make it use the unit model instead of the buildpic. But! Remember it uses the initial state of the model, before anything gets hidden or posed, so sometimes the results can be less than optimal.

Re: consideration about special efect texture particule interfac

Posted: 21 Mar 2009, 21:23
by SwiftSpear
Pressure Line wrote:
Sabutai wrote:There was a widget with a unitmodel instead of a buildpic. It rotated when you mousehovered over it...
Selection buttons. There is (was?) a boolean switch you can change to make it use the unit model instead of the buildpic. But! Remember it uses the initial state of the model, before anything gets hidden or posed, so sometimes the results can be less than optimal.
Ugg, would it be that much of a hassle to have the modder define a pose?

Re: consideration about special efect texture particule interfac

Posted: 21 Mar 2009, 21:28
by smoth
where is this setting done?

Re: consideration about special efect texture particule interfac

Posted: 21 Mar 2009, 21:39
by Pressure Line
change this line:

Code: Select all

local useModels = false
so it reads like this:

Code: Select all

local useModels = true