ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
Legacy RockPatch Wishlist/Page 6: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
|||
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 | *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 | *Re-enable amphibious alternate VXLs for when crossing between land and water, like it was in TS | ||
*Allow any | *Allow any color to be used for [[Alpha_Image]] | ||
*Allow NoSpawnAlt= to work with shp files. | *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 | *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. | ||
Line 22: | Line 19: | ||
*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) | ||
*Alternate images for veterans (like VetImg=E1Vet) or something, and stuff like VetTur=blah | |||
* Alternate images for | *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 17:59, 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]