Author Topic: Tower Model  (Read 6583 times)

will

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Re: Tower Model
« Reply #25 on: 29 June 2011, 12:47:43 »
hmm that will make it hard won't it... wouldn't want it changing model between attack and idle

I haven't tried this feature out

ElimiNator

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Re: Tower Model
« Reply #26 on: 29 June 2011, 16:16:37 »
But you can have a model where the tower gets more chard/broken as the HP goes down.
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softcoder

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Re: Tower Model
« Reply #27 on: 29 June 2011, 16:53:30 »
To be clear, yes we support multiple models for all units. A unit is always in a 'current skill state'. For each skill you may provide multiple models (with the option of specifying a specific model to be used when the units hp is between a min and max value). This should add some interesting visual effects with some creative thinking :)

will

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Re: Tower Model
« Reply #28 on: 29 June 2011, 19:33:18 »
the HP idea would be excellent on a tower!

I meant there would be issues with random models in some skills since there would be an abrupt change as skill changes

wyvern

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Re: Tower Model
« Reply #29 on: 30 June 2011, 00:18:04 »
I hope MG and GAE unite soon since I could use the random textures idea for a project I started working on but I need GAE for it to work properly :look: :(

ElimiNator

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Re: Tower Model
« Reply #30 on: 30 June 2011, 01:15:14 »
I hope MG and GAE unite soon since I could use the random textures idea for a project I started working on but I need GAE for it to work properly :look: :(
What do you want to use in GAE?
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wyvern

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Re: Tower Model
« Reply #31 on: 30 June 2011, 02:26:34 »
I want trransport capabilities as well as ships/amphibious tech, not to mention stealth units/traps, Megaglest would allow me to have good particle effects and the good player accessibility as well as varied textures to designate troops from different units.

ElimiNator

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Re: Tower Model
« Reply #32 on: 30 June 2011, 04:50:08 »
I meant for this "model".
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