• Tales from the Galactopticon - The quest for the Argemitis Galacticus (A mod by mods)
    2,003 replies, posted
Anything that uses the EP2 engine and has the GCFs
[QUOTE=T2L_Goose;20077664]Lets see if I can make you guys a background. Like, the current one is alright, but the stars need to be better, and I like making space shit[/QUOTE] Please oh please can you make it rotate? :frown:
we can make anything rotate
[QUOTE=Jaanus;20083121]we can make anything rotate[/QUOTE] Can you make the secondary fire for the rocket pistol hold the gun sideways? Like a gangsta.
[QUOTE=Jaanus;20083121]we can make anything rotate[/QUOTE] To the EXTREEEEEEEME
[QUOTE=Jaanus;20083121]we can make anything rotate[/QUOTE] Gatling shark gun please :biggrin:
explosive throwing knives please
Would be a lot cooler if the menu was based around the planet, with various moons and asteroids as the the sub menus (options, exit, new, load, ect..)
Will it have space ships or any similarties or ideas from Cowboy Bebop? Such as the Bebop or Possibly any of the characters or storyline?
[QUOTE=bigbadbarron;20093766]Would be a lot cooler if the menu was based around the planet, with various moons and asteroids as the the sub menus (options, exit, new, load, ect..)[/QUOTE] is that possible? I've always seen the menu as a column under the title in source.
[QUOTE=ace_of_spades;20096841]is that possible? I've always seen the menu as a column under the title in source.[/QUOTE] it's changeable, but the column is the easiest to navigate
[QUOTE=DarkSamus;20083823]Can you make the secondary fire for the rocket pistol hold the gun sideways? Like a gangsta.[/QUOTE] no [QUOTE=bigbadbarron;20093766]Would be a lot cooler if the menu was based around the planet, with various moons and asteroids as the the sub menus (options, exit, new, load, ect..)[/QUOTE] I like this idea.
oh yeah that'd be awesome.
[QUOTE=tesher07;20095210]Will it have space ships or any similarties or ideas from Cowboy Bebop? Such as the Bebop or Possibly any of the characters or storyline?[/QUOTE] Yea 'cause that would be a totally original mod idea.
[QUOTE=tesher07;20095210]Will it have space ships or any similarties or ideas from Cowboy Bebop? Such as the Bebop or Possibly any of the characters or storyline?[/QUOTE] Over my mutilated body.
[QUOTE=Jaanus;20083121]we can make anything rotate[/QUOTE] You spin me right round baby right round like a record baby round.
Sergeant, [I]make it spin.[/I]
-snip- It wasn't funny
What is "The Argemitis Galacticus" anyways?
A boomerang? Now that's an interesting concept.
Iterating the previous rocket pistols into more futuristic direction on TH's request. [img]http://img9.imageshack.us/img9/3531/rocketpistol2005e.jpg[/img] Uploading messes up the contrast so there.
I like the second one.
It's my favourite too
I vote number 2.
The second one looks the best.
I like the second one, but something as bad-ass as a rocket pistol should have a cool trigger, much like a detonator button [img]http://www.thinkgeek.com/images/products/zoom/doomsday_hub.jpg[/img] like the one in the middle
That would be a pain in the ass to quick draw
I modelled one of CSPs concepts. I suck at it. Oh bugger I posted it without the picture. Up in a sec Here we are: [IMG]http://filesmelt.com/dl/Blah2.png[/IMG]
Uhh are you in our team or just doing stuff? [editline]12:48AM[/editline] My guess is not.
As for my menu idea, I made a visual representation, each item would travel at a pre defined speed so that they do not collide (or just offset them so one appears to be in-front of another) [IMG]http://img44.imageshack.us/img44/7532/menuflipnic.png[/IMG] (not made in paint) Basically the default menu for HL2 doesn't change much, but the words (new game, Load, ect..) are alpha'd out for the most part, so you can barely see them, then when the cursor hovers over the shaded out button, the moon/asteroid/ will complete its orbit a a very quick rate and then stop under where the menu button would be. and then the button resumes its full color. I assume that most of that could be handled with prop_dynamics following func_traintracks, and moving when a command from the game is sent to the map, correct? Really the whole idea is superfluous, and wouldn't really affect the final product aside from having something nice to look at.
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