Absolute Annihilation 2.11 graphical discussion
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Absolute Annihilation 2.11 graphical discussion
I thought it would be a good idea to start a seperate thread for discussions which are not related to balancing issues but graphical stuff...
one suggestion/question:
would it be possible to make a mutator which removes those (imho) extremly ugly ground decals from all factories but still remain compatible with "normal" aa? i dont know if missing ground decals would cause sync errors
i just think these grey "basements" look so damn ugly, especially on maps like green comte catcher or river dale. (i wish spring devs had never implemented that *g*)
or make a mutator where they are trasparent...
one suggestion/question:
would it be possible to make a mutator which removes those (imho) extremly ugly ground decals from all factories but still remain compatible with "normal" aa? i dont know if missing ground decals would cause sync errors
i just think these grey "basements" look so damn ugly, especially on maps like green comte catcher or river dale. (i wish spring devs had never implemented that *g*)
or make a mutator where they are trasparent...
Just tested with AA2.11 and everybody can have his/her own custom build decals and it won't desync the game!!!
How does it work:
make a /unittextures/in your TASPRING root like:
C:\Program Files\TASpring\unittextures\
Extract
asphalt512.dds
asphalt512c.dds
from the AAS_Base.sdz and put them in that dir
Edit them with photoshop and you're done!
unpossible you care to release yours?
How does it work:
make a /unittextures/in your TASPRING root like:
C:\Program Files\TASpring\unittextures\
Extract
asphalt512.dds
asphalt512c.dds
from the AAS_Base.sdz and put them in that dir
Edit them with photoshop and you're done!
unpossible you care to release yours?
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
ok, sureNOiZE wrote:Just tested with AA2.11 and everybody can have his/her own custom build decals and it won't desync the game!!!
How does it work:
make a /unittextures/in your TASPRING root like:
C:\Program Files\TASpring\unittextures\
Extract
asphalt512.dds
asphalt512c.dds
from the AAS_Base.sdz and put them in that dir
Edit them with photoshop and you're done!
unpossible you care to release yours?
only thing is the sizes might not be optimal. did caydr shrink them a little in the latest version (from the huge sizes they were to start)?
EDIT:
I forgot, these would need to be .dds files and they spring won't let them be transparent.
I used .tgas to get the tranparency, so new unit fbis are needed to tell the units to have the correct decals. this desynchs the game...assuming only if ppl don't both have the fbis
it's ok for single player, and i assume it will work online if both players have it...but it's easy to forget about it and desynch the game
.
probably not worth bothering with unit caydr switches to using .tgas for all the trouble/whining it will cause
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
Making dds's from tga's isn't that hard... Post the tga's and i'll see what i can do.unpossible wrote:EDIT:
I forgot, these would need to be .dds files and they spring won't let them be transparent.
I used .tgas to get the tranparency, so new unit fbis are needed to tell the units to have the correct decals. this desynchs the game...assuming only if ppl don't both have the fbis
it's ok for single player, and i assume it will work online if both players have it...but it's easy to forget about it and desynch the game
.
probably not worth bothering with unit caydr switches to using .tgas for all the trouble/whining it will cause
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
making the .tgas isn't the problem: they work fine. it's the fact that you have to play a different version of the mod to use themNOiZE wrote:Making dds's from tga's isn't that hard... Post the tga's and i'll see what i can do.unpossible wrote:EDIT:
I forgot, these would need to be .dds files and they spring won't let them be transparent.
I used .tgas to get the tranparency, so new unit fbis are needed to tell the units to have the correct decals. this desynchs the game...assuming only if ppl don't both have the fbis
it's ok for single player, and i assume it will work online if both players have it...but it's easy to forget about it and desynch the game
.
probably not worth bothering with unit caydr switches to using .tgas for all the trouble/whining it will cause

- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
ok, first you make a patch so that spring will let .dds use transparencies... look at the fiddling with baseplate decals thread in the art/modelling forum (linked at the top here). transparencies in dds just come out white in spring.NOiZE wrote:CONVERT THE TGA"S to DDS
and it will work!
edit: did you mistake politeness for not understanding? I'll switch to flame mode

The current AA ones have transparencies and are dds and work fine!!unpossible wrote:ok, first you make a patch so that spring will let .dds use transparencies... look at the fiddling with baseplate decals thread in the art/modelling forum (linked at the top here). transparencies in dds just come out white in spring.NOiZE wrote:CONVERT THE TGA"S to DDS
and it will work!
edit: did you mistake politeness for not understanding? I'll switch to flame mode
Just release the tga's and i'll fix them up for you if you want!
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
ok, they're up on FU now
This replaces the decals used under the factories in AA with metal ones. Doesn't cause desynchs
props to Noize for helping get it releasable!
linky
http://www.fileuniverse.com/?p=showitem&ID=3625
thread linky:
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5532



and they even overlap/tile nicely

This replaces the decals used under the factories in AA with metal ones. Doesn't cause desynchs
props to Noize for helping get it releasable!
linky
http://www.fileuniverse.com/?p=showitem&ID=3625
thread linky:
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5532



and they even overlap/tile nicely

