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Difference between revisions of "Legacy RockPatch Wishlist/Page 6"

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(Art Related)
Line 4: Line 4:
 
*support 32 face view for shp unit.
 
*support 32 face view for shp unit.
 
*Adding "AlternateArctic/Urban/weArt" to units as well as infantry
 
*Adding "AlternateArctic/Urban/weArt" to units as well as infantry
*Use voxels for infantry, and buildings. - for terrain/objects too and enable rotating the map
+
*Use voxels for infantry, and buildings, for terrain objects
*Allow InfantryTypes' DeathAnims= send player info to the animation(s) so that player-owned MakeInfantry is supported.
 
:Similarly, get player info sent to animations invoked by weapons, warheads and building animations.
 
:Might be redundant now that more MakeInfantry-warheads are available
 
 
*Re-enable amphibious alternate VXLs for when crossing between land and water, like it was in TS
 
*Re-enable amphibious alternate VXLs for when crossing between land and water, like it was in TS
*Allow any colors to be used for [[Alpha_Image]]
+
*Allow any color to be used for [[Alpha_Image]]
 
*Allow NoSpawnAlt= to work with shp files.
 
*Allow NoSpawnAlt= to work with shp files.
*AircraftTypes under the chaos effect do not glow red like InfantryTypes and VehicleTypes do. It would be nice if they did.
+
*Aircraft under the chaos effect do not glow red like InfantryTypes and VehicleTypes do. It would be nice if they did.
* possibility to make shorelineanimations (i think something for the TXguys)
+
*possibility to make shoreline animations (i think something for the TXguys)
 
:(See response on the Discussion Page)
 
:(See response on the Discussion Page)
 
*Infantry crush animation.
 
*Infantry crush animation.
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*A tag in the paradrop superweapon that lets you pick the Gfx used for the parachute (mig eater)
 
*A tag in the paradrop superweapon that lets you pick the Gfx used for the parachute (mig eater)
 
*Makes the Turret as the Shadow and, all voxel frames will show something like "ShowAllShadow(Turret/Shadow)Sections=true" (genobreaker)
 
*Makes the Turret as the Shadow and, all voxel frames will show something like "ShowAllShadow(Turret/Shadow)Sections=true" (genobreaker)
* Unhardcode the MagnaBeamColor= tag, possibly allow customixation from the weapon itself rather than the generic tag. (Tratos)
+
*Alternate images for veterans (like VetImg=E1Vet) or something, and stuff like VetTur=blah
* Alternate images for veterians (like VetImg=E1Vet) or something, and stuff like VetTur=blah
+
*Remap basic color of a unit (Allied units are bluish, Soviets brownish, so if a Allies build a rhino it is bluish) I am not talking about the remap color!
* Remap basic color of a unit (Allied units are bluish, Soviets brownish, so if a Allies build a rhino it is bluish) I am not talking about the remap color!
+
*AltSovCameo=blah (like if the soviets can build a grizzly, it looks sovietish in the cameo) also, AltAllCameo= etc
* AltSovCameo=blah (like if the soviets can build a grizzly, it looks sovietish in the cameo) also, AltAllCameo= etc
 
 
*Add alpha maps for buildings so as to cut out the use of down sizer, and to clean up the edges of buildings.
 
*Add alpha maps for buildings so as to cut out the use of down sizer, and to clean up the edges of buildings.
* Add a rules tag that can be attached to superweapons, allowing them to distort around the point the superweapon strikes, ("DistortArea=true", default would be false) like in this TS E3 Screenshot (Alex05):
+
 
http://www.tiberiumsun.com/gameinfo/images/e3/e3_23.jpg
+
'''Rejected:'''
 +
*enable rotating the map. ''Comment: YR is a 2D game, no map rotating. [- pd]''
 +
*Add a rules tag that can be attached to superweapons, allowing them to distort around the point the superweapon strikes, ("DistortArea=true", default would be false) like in this TS E3 Screenshot (Alex05): [http://www.tiberiumsun.com/gameinfo/images/e3/e3_23.jpg] ''Comment: the Psychic Dominator creates it... though, it's not that extremely distorted. [- pd]''

Revision as of 19:59, 18 June 2006

This is legacy information, included here for historical purposes.

Art Related

Table of Contents

Note: the following wishlist is now OBSOLETE, stored for archiving purposes only.

  • support 32 face view for shp unit.
  • Adding "AlternateArctic/Urban/weArt" to units as well as infantry
  • Use voxels for infantry, and buildings, for terrain objects
  • Re-enable amphibious alternate VXLs for when crossing between land and water, like it was in TS
  • Allow any color to be used for Alpha_Image
  • Allow NoSpawnAlt= to work with shp files.
  • Aircraft under the chaos effect do not glow red like InfantryTypes and VehicleTypes do. It would be nice if they did.
  • possibility to make shoreline animations (i think something for the TXguys)
(See response on the Discussion Page)
  • Infantry crush animation.
  • Infantry jump animation.
  • Seperate cursor for Heal and Tote
  • DisableIfUnavailable= tag on individual objects to hide their cameo if it would otherwise be gray (not enough aircraft docks, buildlimit reached etc.) to prevent sidebar crowding.
  • SectionSequence for vehicles to allow for submerged frames, damaged frames, firing frames etc, and related to this would be seperate art entries for turrets.
  • Using EVA Voices in animations or buildings (genobreaker)
  • A tag in the paradrop superweapon that lets you pick the Gfx used for the parachute (mig eater)
  • Makes the Turret as the Shadow and, all voxel frames will show something like "ShowAllShadow(Turret/Shadow)Sections=true" (genobreaker)
  • Alternate images for veterans (like VetImg=E1Vet) or something, and stuff like VetTur=blah
  • Remap basic color of a unit (Allied units are bluish, Soviets brownish, so if a Allies build a rhino it is bluish) I am not talking about the remap color!
  • AltSovCameo=blah (like if the soviets can build a grizzly, it looks sovietish in the cameo) also, AltAllCameo= etc
  • Add alpha maps for buildings so as to cut out the use of down sizer, and to clean up the edges of buildings.

Rejected:

  • enable rotating the map. Comment: YR is a 2D game, no map rotating. [- pd]
  • Add a rules tag that can be attached to superweapons, allowing them to distort around the point the superweapon strikes, ("DistortArea=true", default would be false) like in this TS E3 Screenshot (Alex05): [1] Comment: the Psychic Dominator creates it... though, it's not that extremely distorted. [- pd]