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Custom RAD colors
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Rocket Cyborg


Joined: 17 Oct 2015

PostPosted: Thu Jul 28, 2016 7:45 pm    Post subject:  Custom RAD colors Reply with quote  Mark this post and the followings unread

Is the Custom Rad colors coming soon, because Green in my mod is for RAD , and i want to use orange as fire color.

I also heard that Npatch has such a feature, so are you planning to implement it or no?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 28, 2016 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use an orange tint alphalight with a matching cellspread.

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Rocket Cyborg


Joined: 17 Oct 2015

PostPosted: Thu Jul 28, 2016 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Use an orange tint alphalight with a matching cellspread.


Excuse me, but How to do it?
Can alpha light have custom Palettes?

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Lin Kuei Ominae wrote:
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 28, 2016 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not sure if Ares added that already, but there are other ways
-see MirageWH
CLDisableBlue
CLDisableGreen

-glowing transparent anim (just create a colored circle or whatever)
Translucency=75
UseNormalLight=yes


but IIRC Ares also added keys to make the lighting customizable.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Jul 29, 2016 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

I wouldn't be holding breath for custom radiation fields, you can customize radiation 'beam' color but thats about it presently.

LKO, Combat lighting is capped to couple cells radius at max (regardless of cellspread) and is forced to act as quick flash so using it for radiation fields which he presumably wants is no go.

AlphaImages support no color still unfortunately.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jul 29, 2016 11:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Then glowing transparent anims are the way to go.

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5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Jul 29, 2016 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Then glowing transparent anims are the way to go.


And this looks better than those shitty big coloured cells RA2 has  Laughing
If you don't know what I am talking about, deploy a Desolator on a snow map.

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/ppm/'s stupidity

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Rocket Cyborg


Joined: 17 Oct 2015

PostPosted: Fri Jul 29, 2016 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

When i asked how to do it, i was thinking in a way of recreating the RAD function, as with time the RAD affects the unit and finally destroys it.

+RP it doesn't look that bad...  Very Happy



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Lin Kuei Ominae wrote:
@Pussypus Talking to a wall is more fertile. Face palm!  Wall bash!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jul 29, 2016 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

come on, modding isn't only using one function that does everything for you and ask for a new function if the one you want isn't working the way you want it.

combine the many available keys that you got

to do damage over time you can use
particlesystems (with cellspread, each cell would get one PS)
animations with damage
art.ini debris
rules.ini voxel debris
etc
etc

All this can be even done in TS which has no Ares.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Jul 30, 2016 6:35 am    Post subject: Reply with quote  Mark this post and the followings unread

The radiation logic is very unfortunate with the square blocks of the light drawing and like tiled lights can look absolutely hideous, if spent  a little more effort you can cook up far nicer things.

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