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    #91
    Lightning Tank skin is alpha (despite at least three people having made promises).

    Skin info

    (++ means too bright, + means bright but OK, - and -- too dark)

    I used the top 5 cubemapped textures.

    Red

    Texture'NewSniperRifle.1stPerson.sniper2' (crosshair)
    Texture'VehicleFX.Skins.BDTailOff' (taillight)
    Texture'AbaddonArchitecture.Decoration.stngls02go' (stained glass)
    Texture'SkyLinkTexs.Floors.Fb_Cpredfloor_wetA' (concrete with red band)
    Texture'Tensile.Lruce_Industrial_Crate_Red' (corrugated container)

    Blue

    Texture'InterfaceContent.Backgrounds.bg10' (smooth box)
    Texture'AbaddonArchitecture.Decoration.stngls01go' (stained glass)
    Texture'AbaddonArchitecture.Base.bas14go'
    Texture'cp_Mech1.Decals.MechBanner' (stained glass-ish)
    Texture'SkyLinkTexs.Floors.Fb_Cpbluefloor_wetA' (concrete with blue band)
    Texture'Tensile.Lruce_Industrial_Crate_Blue' (corrugated container)


    Transparent

    Texture'InterfaceContent.Menu.ScoreBoxB' // Clear blue
    FinalBlend'AW-Shaders.Shaders.ComplexityFinal' // Bronze with red and green
    Shader'HourAdaraTexor.waterplasitsatradition' // Puddle
    FinalBlend'InterfaceContent.Menu.CharFrame_Final' // Cubemap with windows
    WetTexture'Liquids.liquid4' // Liquid (more colors available)
    Texture'PC_UrbanTex.pauls_stuff.LightBox'
    Shader'SC_Jungle.Creek.CreekWater' // Water
    Shader'Tensile.Lruce_WaterPuddle' // Brown puddle
    Texture'TerraTextures.Glass.PipeGlass01' // Dirty glass
    Texture'UCGeneric.Glass.glass01' // Dirty glass
    Texture'UCGeneric.Glass.glass02' // Dirty blue glass
    Texture'UCGeneric.Glass.glass03' // Dirty glass
    Shader'UCGeneric.Glass.glass03_Unlit' // Bright glass
    Shader'UCGeneric.Glass.glass03_unlit_shiny' // Cubemapped glass
    Texture'UCGeneric.Glass.glass04' // Dirty brown glass
    FinalBlend'UCGeneric.Glass.glass04_FB' // Dirty brown cubemapped glass
    Shader'UCGeneric.Glass.glass04_Translucent' // Semi-translucent brown glass
    Texture'UCGeneric.Glass.glass05' // Glass
    FinalBlend'UCGeneric.Glass.glass06_finalblend' // Blue glass
    Texture'UCGeneric.Glass.glass07' // Dirty brown glass
    Texture'UCGeneric.Glass.glass10' // Red glass
    Texture'UCGeneric.Glass.glass11' // Streaked glass
    Shader'WinX.Vehicles.Blue_ConstShiny' // Blueish
    Shader'wm_textures.wm_DarkWater' // Puddle on corrugated metal
    Shader'X_AW-Convert.Glass.AW-BadGlass1_ConstShiny' // Metallic
    Shader'X_AW-Shaders.Shaders.AW-BogWater' // Dirty sunlit cubemapped water
    Shader'X_CliffTest.Moist.AW-Waterfade2_ConstShiny' // Cubemapped brown puddle
    Shader'X_cp_cubemaps.Shine.cp_trans1' // Brown cubemap
    Shader'X_cp_cubemaps.Shine.N_Swampwater1_T_CP' // Green cubemap
    Shader'X_DeployableTex.Mech.C_T_AmmoGlassShader_AW ' // Cubemapped glass
    Shader'X_SG_Special_Decos.Mech.dispglass' // Diamond pattern window
    Shader'X_wm_misc.Shaders.wm_Glass1' // Blue cubemap
    Shader'XGameShadersB.TeleporterFX.TeleporterShader ' // Tan green cubemap
    Shader'XGameTextures.SuperPickups.DOMScreens' // Speckled glass

    Cubemapped

    Combiner'AWGlobal.Shaders.Combiner6' // Rusty iron with red
    Combiner'AW-Metals.Shaders.Combiner4' // Rusty nickel 1
    Shader'X_AW-Convert.Glass.AW-Gemstone2_Shiny' // Lilac with dots of sun
    Shader'X_AW-Shaders.Shaders.OutChrome' // Chrome with sky and trees (unlit?)
    Shader'X_MiscPhysicsMeshesTex.SlabSkin1' // Tarnished iron
    -- TexEnvMap'X_AW-Cubes.Cubes.AtollEnv1' // Darkness with red and green streaks
    -- TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap1' // Smooth black
    -- TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap2' // Black chrome
    -- TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap3' // Smooth black 2
    -- TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap9' // Smooth tan
    -- TexEnvMap'XGameTextures.SuperPickups.MHenvMap'
    - Combiner'AW-Metals.Wreckage.Combiner0' // Nickel
    - Combiner'PickupSkins.Shaders.Combiner1' // Smooth solid flowing blue
    - Shader'AWGlobal.Shaders.HighChrome' // Rusty silver with red
    - Shader'AW-Metals.Shaders.JunkShiny2' // Rusty nickel 2
    - Shader'BarrensArchitecture-Scion.Environ.My_Environ_BlueFlag' // Greenish bronze
    - Shader'BarrensArchitecture-Scion.Environ.My_Environ_BlueStairEnv' // Yellow copper
    - Shader'wm_textures.Water.wm_Water1Shader' // Smooth green
    - Shader'wm_textures.wm_DarkWater3' // Blue-greenish dull granite
    - Shader'wm_textures.wm_RedCrystalShader' // Flowing red granite
    - Shader'X_cp_Evil3.Base.cp_testshader1' // White steel
    - TexEnvMap'Albatross_architecture.Deco.advtexmap' // Chrome
    - TexEnvMap'AWGlobal.Cubes.BloodEnv1' // Silver with red
    - TexEnvMap'AW-ShieldShaders.Modifiers.TexEnvMap1' // Flowing steel
    - TexEnvMap'BarrensArchitecture-Scion.Environ.My_Environ_BlueFlagEnvMap' // Blueish nickel
    - TexEnvMap'BarrensArchitecture-Scion.Environ.My_Environ_BlueStairEnvMap' // Tan bronze
    - TexEnvMap'BenTex01.Shader.OrangeShine01' // Smooth tan
    - TexEnvMap'CorrosionTextures.Shaders.TexEnvMap0' // Smooth green
    - TexEnvMap'Elecfeildsshine.Cubes.elecshine2' // Smooth gold
    - TexEnvMap'FarEast.ProjectorTextures.ReflectionWind owEnv' // Dark blue-green chrome
    - TexEnvMap'Phobos2_cp.HardwareSkins.TexEnvMap0' // Dark blueish chrome (also available 1-7)
    - TexEnvMap'PickupSkins.Shaders.TexEnvMap0' // Smooth blue
    - TexEnvMap'PickupSkins.Shaders.TexEnvMap1' // Smooth purple
    - TexEnvMap'PickupSkins.Shaders.TexEnvMap2' // Smooth fire
    - TexEnvMap'skyline-epic.CubeMaps.BlueSideEnv1' // Blueish chrome 1
    - TexEnvMap'skyline-epic.CubeMaps.RedSideEnv1' // Blueish chrome 2
    - TexEnvMap'X_AW-Cubes.Cubes.AlienEnv1_EnvMapCoords' // Purple and green chrome
    - TexEnvMap'X_AW-Cubes.Cubes.BlueEnv1' // Stark greenish blue
    - TexEnvMap'X_AW-Cubes.Cubes.GemEnv1_EnvMapCoords' // Brownish purple
    - TexEnvMap'X_AW-Shaders.Shaders.Ter_Env' // Chrome with sky and trees 2
    - TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap0' // Smooth black 1
    - TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap10' // Smooth black 2
    - TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap13' // Smooth black 3
    - TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap15' // Smooth black 4
    - TexEnvMap'X_cp_Evil3.Shaders.TexEnvMap4' // Smooth black 5
    - TexEnvMap'X_cp_terrain1.Wet.TexEnvMap18' // Smooth black 6
    - TexEnvMap'X_MiscPhysicsMeshesTex.TexEnvMap0' // Chrome with grey clouds 1
    - TexEnvMap'X_MiscPhysicsMeshesTex.TexEnvMap1' // Chrome with grey clouds 2
    - TexEnvMap'X_wm_misc.Animating.wm_ShinyMetalEnv2' // Dark chrome
    - TexEnvMap'XceptOne.Flux2.CubeMapMODA' // Grey blue chrome
    - TexEnvMap'XceptOne.Flux2.OutSideCubemapA' // Dark chrome with blue
    - TexModifier'wm_textures.Water.wm_Water1' // Smooth emerald
    - TexRotator'PickupSkins.Shaders.TexRotator1' // Smooth fire
    + Combiner'AW-Shaders.Shaders.Combiner18' // Silver with tech stuff
    + Shader'Bastien_02.Metal.01' // Very rusty
    + Shader'X_AW-Shaders.Shaders.ChromeSkin' // Sky and brown-red rock 2
    + TexEnvMap'AW-Cubes.Cubes.ImulEnv_EnvMapCoords' // Silver
    + TexEnvMap'BarrensArchitecture.Base.gold04baTexEnvM ap' // Platinum
    + TexEnvMap'FarEast.Architecture.GoldEnvMinaretRoof' // Gold
    + TexEnvMap'wm_textures.Effects.wm_EnvMap1' // Smooth steel
    + TexEnvMap'X_AW-Cubes.Cubes.CheeryEnv1' // Sky and grass
    + TexEnvMap'X_AW-Cubes.Cubes.GoldEnv1' // Yellow
    + TexEnvMap'X_AW-Cubes.Cubes.MesaEnv1_EnvMapCoords' // Sky and red rock
    + TexEnvMap'X_AW-Cubes.Cubes.MesaEnv2_EnvMapCoords' // Sky and more red rock
    + TexEnvMap'X_AW-Cubes.Cubes.MesaEnv3_EnvMapCoords' // Sky and brown-red rock
    + TexEnvMap'X_AW-Shaders.Base.TexEnvMap4' // Chrome with sky and trees 4
    + TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap0' // Chrome with sky and brown-red rock 3
    + TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap10' // Chrome with sky and trees 3
    + TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap6' // Chrome with sky and trees 5
    + TexEnvMap'X_AW-Shaders.Shaders.TexEnvMap8' // Chrome with grey clouds
    ++ Combiner'AW-Metals.Shaders.Combiner11' // Icy blue 1
    ++ Shader'AW-Metals.Shaders.SafetyGlassShader' // Icy blue 2
    ++ Shader'BarrensArchitecture.Base.gold04ba_Shiny' // Gold
    ++ Shader'WinX.Vehicles.TruckBase_Shiny' // Dirty gold
    ++ TexEnvMap'X_wm_misc.Base.wm_ShinyMetalEnv' // Bright light blue 2
    ++ TexEnvMap'X_wm_misc.Base.wm_ShinyMetalEnv2' // Bright red 2
    ++ TexEnvMap'X_wm_misc.Base.wm_ShinyMetalEnvWhite' // Bright steel
    flowing Shader'CorrosionTextures.Shaders.JunkSlime' // Smooth green
    flowing Shader'CorrosionTextures.Shaders.SlimeShader' // Smooth green
    unlit Combiner'X_AW-Shaders.Shaders.Combiner15' // Greenish brown chrome
    unlit FinalBlend'PickupSkins.Shaders.ShieldFinal' // Smooth fire
    unlit Shader'AW-Metals.Shaders.SafetyGlassUnlit' // Icy blue
    unlit Shader'PickupSkins.Shaders.BlueGlassShader' // Smooth blue
    unlit Shader'PickupSkins.Shaders.ShieldShader' // Smooth fire
    unlit Shader'X_wm_misc.Shaders.wm_ShinyMetal' // Bright light blue
    unlit Shader'X_wm_misc.Shaders.wm_ShinyMetal2' // Bright red
    unlit Shader'X_wm_misc.Shaders.wm_ShinyMetalWhite' // Bright steel 2

    Comment


      #92
      WOW thanks

      Comment


        #93
        It might still be alpha but at least it has something

        Comment


          #94
          This looks fun, but I don't know how to make stuff like that. I really need to learn to use a photoshop program, because our skinner went off to do his own thing...
          Does anyone know where I can find a tutorial?

          Comment


            #95
            The new condor has a skin right?

            Comment


              #96
              Thankfully, yes.

              Comment


                #97
                Originally posted by Xyx
                Thankfully, yes.
                Woooooohooooooo yeah Yay

                Who skined it?

                Comment


                  #98
                  yx, you still need any vechs skinned ?
                  just show me what you still need ... and we`ll talk business

                  Comment


                    #99
                    wel as far as i know he could use a skin for the schok hunker since no one did that yet but its his choise not mine

                    Comment


                      The what???

                      Comment


                        sry misspeled it the shock chunker

                        Comment


                          Thats Shock Chucker not Chunker lol

                          Comment


                            sry, my fault.
                            i tend to misread names in english now and then

                            Comment

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