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aaa-assets's Issues

[UPDATE] Add GrangerHub's other assets ?

So that some can maybe rework the work ?
No one has access to new things such as teleporter and spitfire.

THIS IS JUST A REQUEST, IT CAN BE CLOSED AT ANY MOMENT

Needed assets for swirl

  • HUD icons for new grenade types
  • HUD element for HP reserve status from Biokit use
  • Alien .skins for chrysalis armor
  • Segmented Tyrant model (head can look around)
  • Scorch impact marks / flame effects for flamethrower impact on surfaces
  • New models for different grenade types: Incendiary, fragmentation, nade launcher nade
  • Lasermine model
  • New particles / visual fx for different nade types

botscamp asset import / changes

  • Switch rifle and chaingun sounds
  • rifle impact ricochet
  • brass ejection sounds
  • lasgun sound
  • flamer sound
  • mgturret fire sound
  • telsagen idle sound
  • pulserifle skin
  • jetpack smoke
  • bots skins
  • acid tube particles

Weapon particles and FX fixups round 1

  • verysmallrock: lighting diffuse, small chunks, faster travel
  • blaster: particles don't show up when very close
  • shotgun: small shot holes impact mark, hot slug/shot fade. Fix shell casing eject, model orientation, slower speed, less bounce
  • pain saw: impact particles should fade out not in, 'hot spark' look with smaller sparks
  • rifle: reduce dlight flash, fix brass eject
  • lasergun: recolor lazors and impact particle, smaller and less bright dlight flash on hit (laz0r light is tight)
  • mass driver: Reduce particles to 3 or 6, make them more like a bolt instead of dot, fade out fast, no bounce
  • chaingun: fix brass ejector location (move right and closer to camera) and lower magnitude
  • flame thrower: less uniform scorch mark, start smaller
  • pulse rifle: smaller impact mark
  • lucifer cannon: primary eject fewer and smaller fast primaries only, fade faster. secondary no ejector. primary impact, only primary particles ejected. secondary impact, only red particles ejected
  • lightning gun: new impact marks
  • grenade launcher: smoke trail for launched nade
  • portals: stronger contrast on portals, extend inside of the ring over portal surface (polygonoffset?), offset gfx for imperfect overlap (to fix both-color washout), remove pixel junk at edge of portal ring, fewer orange and blue mini particles with no bounce

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