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Re: Fenway's Textures

Posted: Sun May 05, 2013 4:18 am
by Crash Override
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

Re: Fenway's Textures

Posted: Tue May 07, 2013 2:22 pm
by Dux_Tell31
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.

Re: Fenway's Textures

Posted: Tue May 07, 2013 6:03 pm
by Vinyl
How about White and Orange?

Re: Fenway's Textures

Posted: Tue May 07, 2013 6:26 pm
by TinkerPox
White and orange does sound very good....

Re: Fenway's Textures

Posted: Tue May 07, 2013 7:13 pm
by Vinyl
I picked white and orange because they were the colors of my longest existing and largest faction I ever made ships for.

Re: Fenway's Textures

Posted: Tue May 07, 2013 7:15 pm
by TinkerPox
I like it because they go together very well.

Re: Fenway's Textures

Posted: Wed May 08, 2013 3:55 pm
by Professor Fenway
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.

Re: Fenway's Textures

Posted: Wed May 08, 2013 4:04 pm
by Prototype
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.

Re: Fenway's Textures

Posted: Wed May 08, 2013 5:28 pm
by Chairman_Tiel
There's a difference between motivational support and lying to appeal to vanity.

Re: Fenway's Textures

Posted: Wed May 08, 2013 6:44 pm
by Professor Fenway
Someone's not in a good mood.

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

Image
Rocket Launcher

Re: Fenway's Textures

Posted: Wed May 08, 2013 8:52 pm
by ACH0225
Which end fires? It should be either obviously larger or smaller, as missiles are funny shaped and produce lots of exhaust.

Re: Fenway's Textures

Posted: Wed May 08, 2013 9:30 pm
by Professor Fenway
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

Re: Fenway's Textures

Posted: Wed May 08, 2013 9:35 pm
by Luna
AA, Anti tank or what?

Re: Fenway's Textures

Posted: Thu May 09, 2013 12:53 am
by Prototype
Princess Luna wrote:AA, Anti tank or what?
Would be multipurpose, depends on the rocket.

Re: Fenway's Textures

Posted: Thu May 09, 2013 5:42 am
by  ҉ 
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.