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Simon's Skins!!!

Share or download skins here.

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Simon
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Re: Simon's Skins!!!

Post by Simon »

Lol, no I just typed 'red' in google and i found this http://www.mccullagh.org/image/1ds2-2/r ... daisy.html

Come on other people post!
Artificial Intelligence is no match for Natural Stupidity. :| :lol:
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Shietzen McGrege
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Re: Simon's Skins!!!

Post by Shietzen McGrege »

^ dang not far off
Brainfart...
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Simon
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Re: Simon's Skins!!!

Post by Simon »

Some more skins here, not the best skins in the world.

ImageImage
ImageImage
ImageImage

I have made some lights that go with them-
Image Image Image Image

7 boostpads in all you can download them, the lights and a few in-game pics by clicking here- http://www.box.net/shared/cqvpef8hc0

-=Instructions Boostarrow01, 02, 03 and 04=-

1. Drag the pictures to the desktop,
2. Navigate to your Thinktanks. Right Click- Show Package Contents and double click on Contents/Resources/game/data/shapes/common and leave that open (Mac only, PC will be similar),
3. Make sure you make a back up of your original Boostarrow0?.jpg's- 01, 02, 03 and 04,
4. Drag the pictures from your desktop and place it it the window you have left open (Contents/Resources/game/data/shapes/common),
5. Rename the pictures to Boostarrow0?.jpg (Insert 1, 2 ,3 or 4 into the ? 1 for first in the animation 2 for second...) and go on ThinkTanks!

-=Instructions Boostpad=-

1. Drag the picture to the desktop,
2. Navigate to your Thinktanks. Right Click- Show Package Contents and double click on Contents/Resources/game/data/shapes/common and leave that open (Mac only, PC will be similar),
3. Make sure you make a back up of your original Boostpad.jpg,
4. Drag the pictures from your desktop and place it it the window you have left open (Contents/Resources/game/data/shapes/common),
5. Rename the picture to Boostpad.jpg and go on ThinkTanks!.

*If your downloading you will need to extract the file and drag the whole folder into your common folder and only replace the pictures you want.

Enjoy
Artificial Intelligence is no match for Natural Stupidity. :| :lol:
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Re: Simon's Skins!!!

Post by Guest »

Not bad Simon keep up the good work. Have you added them to your mod? If you need help on adding it just ask and also daz posted something somewhere in the forum but I can't remmember where.
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Simon
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Re: Simon's Skins!!!

Post by Simon »

I wasn't planning to and I don't think I will yet.
Artificial Intelligence is no match for Natural Stupidity. :| :lol:
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Re: Simon's Skins!!!

Post by Guest »

Ok well anyway keep up the good work.
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Simon
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Re: Simon's Skins!!!

Post by Simon »

Halloween skins coming soon.
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Shietzen McGrege
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Re: Simon's Skins!!!

Post by Shietzen McGrege »

^ gj si on arrows pretty neat
Keep it up
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Re: Simon's Skins!!!

Post by bla bla »

i like the brown ones good job si
█bla bla BMT█
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Simon
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Re: Simon's Skins!!!

Post by Simon »

Heres something for halloween MODs-

Its a Weapon and Emitter that looks a bit like a Ghost. This goes in the special.cs file the top bit (above the ////) goes with the other emitters and the bottom bit (below the ////) goes in the place where the default and light projectiles are a bit further down, alter anything you'd like to.

Code: Select all

//------Ghost-------//
datablock particledata(Ghost)
{
animateTexture = "1";
animTexName[0] = "game/data/shapes/common/powerupGlassSpec.png";
colors[0] = "0.900000 0.900000 0.900000 1.000000";
colors[1] = "0.900000 0.900000 0.900000 1.000000";
colors[2] = "0.900000 0.900000 0.900000 1.000000";
colors[3] = "0.100000 0.100000 0.100000 1.000000";
constantAcceleration = "1";
dragCoefficient = "10";
framesPerSec = "1";
gravityCoefficient = "1000";
inheritedVelFactor = "100";
lifetimeMS = "240";
lifetimeVarianceMS = "1";
sizes[0] = "2";
sizes[1] = "1";
sizes[2] = "0.2";
sizes[3] = "0.01";
spinRandomMax = "100";
spinRandomMin = "-100";
spinSpeed = "100";
textureName = "game/data/shapes/tanks/BossGlassSpec.png";
times[0] = "2";
times[1] = "2";
times[2] = "2";
times[3] = "2";
useInvAlpha = "0.5";
windCoefficient = "0";
};
datablock particleemitterdata(Ghostemitter)
{
className = "ParticleEmitterData";
ejectionOffset = "0";
ejectionPeriodMS = "15";
periodVarianceMS = "20";
ejectionVelocity = "5";
velocityVariance = "0.5";
lifetimeMS = "0";
lifetimeVarianceMS = "10";
orientOnVelocity = "1";
orientParticles = "0";
overrideAdvance = "false";
particleFarDist = "1000";
particles = "Ghost";
phiReferenceVel = "0";
phiVariance = "360";
thetaMax = "180";
thetaMin = "180";
useEmitterColors = "0";
useEmitterSizes = "0";
};
datablock ParticleEmitterNodeData(Ghostemitternode)
{
timeMultiple = 99;
};

//////////////////////////////////

datablock ProjectileData(DefaultProjectile)
{
   velocity = 85.0;           // meters per second
   inheritVelocity = 0.97;    // how much of shooters velocity to inherit
   numBounce = 0;             // usually 0
   splashArea = 0.0;          // usually 0
   count = 145;               // how many shots per clip?
   saveOldCartridge = false;  // chuck old cartridge or keep it around
   canSave = true;            // can this cartridge be saved if another comes along?
   reloadTime = 150;          // in milliseconds
   burstDelay = 1000;         // milliseconds until next burst if button held down
   burstCount = 5;            // number of projectiles to fire per burst
   synchTime = 1000;          // synch over this many milliseconds
   synchBefore = 500;         // synch if not older than this in milliseconds
   damage = 1;                // usually 1
   gravityScale = 0.4;        //
   sizeScale = 0.9;           // scale of projectile (meters for bitmaps)
   resource = "~/data/shapes/tanks/Ghostprojectile.png"; // shape or bitmap
   tankExplosion = "DefaultTankExplosion";   // datablock for explosion
   ownTankExplosion = "DefaultOwnTankExplosion";  // datablock for explosion
   bounceExplosion = "DefaultExplosion"; // datablock for explosion
   otherExplosion = "DefaultExplosion";  // datablock for explosion
   reticle = "DefaultReticle";
   emitter = "GhostEmitter";
};

datablock ProjectileData(LightProjectile : DefaultProjectile)
{
   velocity = 77.0;          
   inheritVelocity = 1.0;   
   count = 220;              
   reloadTime = 125;         
   burstDelay = 1000;        
   burstCount = 8;           
   damage = 0.87;            
   gravityScale = 0.4;       
   sizeScale = 1.;          
   reticle = "LightReticle";
   emitter = "GhostEmitter";
};
Heres the resource-Image
It will be a download.

And heres a Halloween rock-
Image

-=Instructions for Halloween Rock=-

1. Drag the picture to the desktop,
2. Navigate to your Thinktanks. Right Click- Show Package Contents and double click on Contents/Resources/game/data/shapes/green, blue or red and leave that open (Mac only, PC will be similar),
3. Make sure you make a back up of your original RockGreen01.jpg, RockBlue01.jpg or RockRed01.jpg,
4. Drag the pictures from your desktop and place it it the window you have left open (Contents/Resources/game/data/shapes/green, blue or red),
5. Rename the pictures to RockGreen01.jpg, RockBlue01.jpg or RockRed01.jpg (according to the folder you are in) and go on ThinkTanks!

Enjoy

This Thread is a record of everything I have done that is Skin related so I know that these two things are already posted in 'halloween skins'.
Artificial Intelligence is no match for Natural Stupidity. :| :lol:
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