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[APPROVED] Animated UAC Logo


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 Post subject: Animated UAC Logo
PostPosted: 15 Oct 2011, 16:34 
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Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
Quote:
Type: Animated UAC Logo
Summon: [red/green/blue/yellow]UACPainter

Decorate: Captain Toenail
Sprites: Doom Font - http://www.dafont.com/doom.font
Inspiration: Quake3 wall animations

Place the UACPainter actors on your map. Make sure they are facing the correct wall surface,
and make sure they are placed quite close, 8 units should be suffice. Give the UAC Painter a
zheight to adjust the vertical point at which the decal image is 'painted' on the wall.

This only contains an animated UAC logo, but I encourage you to invent your own wall animations
using decals.


I've had this idea in my head for quite some time, using DECALDEF to create cool animations on the walls. You could create groovy disco lights, team-icons for CTF bases, projectors etc. using animated decals. I've never seen it done before though so I thought I would submit this to FX as an example (which is useful in its own right for maps)


Attachments:
AnimatedUACLogo.zip [5.73 KiB]
Downloaded 78 times
preview.PNG
preview.PNG [ 21.45 KiB | Viewed 1466 times ]
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 Post subject: Re: Animated UAC Logo
PostPosted: 15 Oct 2011, 16:40 
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Arachnotron  Not an Arachnotron
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Joined: 19 Dec 2010, 00:25
Posts: 388
Location: Santiago, Chile
for a second I thought they were textures :-P
well done =:3l
wut?


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 Post subject: Re: Animated UAC Logo
PostPosted: 15 Oct 2011, 18:03 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
Posts: 4273
Location: Germany
Clever trick, really clever :)


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 Post subject: Re: Animated UAC Logo
PostPosted: 15 Oct 2011, 18:31 
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Icon of Sin  O'Neill with it.
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Joined: 13 Dec 2009, 20:48
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Divine bovine, I've wondered if animated decals are even possible.

That's really awesome.
Douglas Adams wrote:
Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so.


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 Post subject: Re: Animated UAC Logo
PostPosted: 20 Oct 2011, 20:31 
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Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
So is this cool for the sfx shoppe, or is not really the correct kind of thing?


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 Post subject: Re: Animated UAC Logo
PostPosted: 20 Oct 2011, 20:53 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
Posts: 1546
Where else would it go? I guess it could make sense in the Prop Stop, but it's fine as an SFX too.
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: Animated UAC Logo
PostPosted: 22 Oct 2011, 08:03 
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Mancubus  Suffer.
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Joined: 18 Dec 2009, 20:36
Posts: 665
Location: Bucharest
I hope they don't go towards the gunfight and blood-mayhem decal counter. It would be a shame for the projectors to stop functioning after too much combat.
Available for download:
Automatic Wolfenstein - autonomous bot for Wolfenstein 3D


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 Post subject: Re: Animated UAC Logo
PostPosted: 22 Oct 2011, 09:15 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
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The decal count is only for dynamically created decals (blood splashes and scorch marks)). Map-placed decals are unaffected. You can have a thousand of them on a map and a max decal value of 0, they will still display.


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 Post subject: Re: Animated UAC Logo
PostPosted: 14 Nov 2011, 11:52 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
Posts: 4273
Location: Germany
Well, time to approve and add this I'd say!


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