Fenway's Textures

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Post Sun May 05, 2013 4:18 am

Re: Fenway's Textures

Phalanx wrote:
Prototype wrote:AR looks good in game, making it shorter is a bad idea, though I'm going to have to change the green cores to blue for the pack, as I'm having:
NSCD= green
Strigiforme republic = red
UGF = blue

For weapon colours as well as laser colours


What about UGC?

Great textures. I look forward to the finished products.


We can use 3 patterns of colours i think

Stealth fleet: Black and Red.
Normal fleet: Gold and black
Well,we can discuss this when we get a coffee in starbucks \o
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Post Tue May 07, 2013 2:22 pm

Re: Fenway's Textures

lightspeed12 wrote:
Phalanx wrote:
Prototype wrote:AR looks good in game, making it shorter is a bad idea, though I'm going to have to change the green cores to blue for the pack, as I'm having:
NSCD= green
Strigiforme republic = red
UGF = blue

For weapon colours as well as laser colours


What about UGC?

Great textures. I look forward to the finished products.


We can use 3 patterns of colours i think

Stealth fleet: Black and Red.
Normal fleet: Gold and black
Well,we can discuss this when we get a coffee in starbucks \o

Honestly, I'm under the impression that space already has LOTS of "black" in it, therefor other colors should be used instead. For example, gold and burgundy or Perl and navy blue.
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Post Tue May 07, 2013 6:03 pm

Re: Fenway's Textures

How about White and Orange?
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Post Tue May 07, 2013 6:26 pm

Re: Fenway's Textures

White and orange does sound very good....
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Post Tue May 07, 2013 7:13 pm

Re: Fenway's Textures

I picked white and orange because they were the colors of my longest existing and largest faction I ever made ships for.
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Post Tue May 07, 2013 7:15 pm

Re: Fenway's Textures

I like it because they go together very well.
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Post Wed May 08, 2013 3:55 pm

Re: Fenway's Textures

In case you were wondering about the lack of textures, I ran out of motivational support. I should be receiving a new shipment this weekend.
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Post Wed May 08, 2013 4:04 pm

Re: Fenway's Textures

Unit 340 wrote:In case you were wondering about the lack of textures, I ran out of motivational support. I should be receiving a new shipment this weekend.

Would it be motivating if I started up on textures again, because I can do that parallel to the models, and you know how bad my textures are, would be a shame if they had to actually be used.
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Mistake Not... wrote: This isn't rocket science, *!


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Post Wed May 08, 2013 5:28 pm

Re: Fenway's Textures

There's a difference between motivational support and lying to appeal to vanity.
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Post Wed May 08, 2013 6:44 pm

Re: Fenway's Textures

Someone's not in a good mood.

I was saving this for revision but, here you go.

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Rocket Launcher
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Post Wed May 08, 2013 8:52 pm

Re: Fenway's Textures

Which end fires? It should be either obviously larger or smaller, as missiles are funny shaped and produce lots of exhaust.
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mfw brony images
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Post Wed May 08, 2013 9:30 pm

Re: Fenway's Textures

Top left end fires. The back is larger to allow the exhaust for the missile to exit with minimal recoil, the front is more focused to make the projectile more accurate. And this is much larger than the other guns. Breach loading is above the handle. All of my guns point top-left
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Post Wed May 08, 2013 9:35 pm

Re: Fenway's Textures

AA, Anti tank or what?
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Post Thu May 09, 2013 12:53 am

Re: Fenway's Textures

Princess Luna wrote:AA, Anti tank or what?

Would be multipurpose, depends on the rocket.
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Mistake Not... wrote: This isn't rocket science, *!


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Post Thu May 09, 2013 5:42 am

Re: Fenway's Textures

Unit 340 wrote:All of my guns point top-left

All MC guns have to, because that's the way Steve holds them.

You can see the shoulder pad on the launcher anyway. People should be able to figure it out.
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