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halloween skins

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*Stiffler

halloween skins

Post by *Stiffler »

all right everyone phobe and i need your help. We need people to skin anything. we would want it to be halloweeningish. all credit would goto you so yeah..



x
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Shietzen McGrege
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Re: halloween skins

Post by Shietzen McGrege »

This for the Mod by any chance or i this gonna be TT Halloween party ill try wrapping up something
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Re: halloween skins

Post by Shietzen McGrege »

Okay heres a lil preview havent compleated the set but the tank is done
not exactly scary but i tried using a slipknot mask zipper a bit and im not a fan of slipknot if anyone asks (Reggae RuleZ!)
Attachments
screenshot_00002.png
screenshot_00002.png (74.54 KiB) Viewed 8127 times
screenshot_00001.png
screenshot_00001.png (76.5 KiB) Viewed 8127 times
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Simon
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Re: halloween skins

Post by Simon »

Hey stiff what about this :) -

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";
};
Im guessing you know where that goes in the special.cs file. Alter anything you'd like to.

Heres the resource-Image

It goes in the tanks folder

Waddya Think?
Artificial Intelligence is no match for Natural Stupidity. :| :lol:
*Stiffler

Re: halloween skins

Post by *Stiffler »

u dont mind if i edit it some do u?
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Shietzen McGrege
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Re: halloween skins

Post by Shietzen McGrege »

^ he just said u can edit what you want
Alter anything you'd like to.
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Re: halloween skins

Post by *Stiffler »

oh didnt see that :oops:
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Simon
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Re: halloween skins

Post by Simon »

I think it was an edit with these close posts i must have edited it whilst you were writing stiff

Two things you could use-
Fishtanks Tank01 - The ghost of the machine would look good on that map
Rabbans Scrumball- Pumpkinscrum would go with the theme

What other sorts of skins do you want?
Artificial Intelligence is no match for Natural Stupidity. :| :lol:
*Stiffler

Re: halloween skins

Post by *Stiffler »

anything u can think of trees rocks i already made a new clown goal
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Shietzen McGrege
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Re: halloween skins

Post by Shietzen McGrege »

^ oh great i thought u wanted tank skins
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