<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://modenc2.markjfox.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=83.108.80.113</id>
	<title>ModEnc² - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://modenc2.markjfox.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=83.108.80.113"/>
	<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/Special:Contributions/83.108.80.113"/>
	<updated>2026-04-21T08:33:35Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_6&amp;diff=15721</id>
		<title>Legacy RockPatch Wishlist/Page 6</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_6&amp;diff=15721"/>
		<updated>2007-03-18T19:17:43Z</updated>

		<summary type="html">&lt;p&gt;83.108.80.113: /* Art Related */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RockPatch}}&lt;br /&gt;
=Art Related=&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
*Making Aircraft shp can casting shadows on ground [when it fly].like rocketeer the unit shp file will seperate with shadows file example,Airunit.shp &amp;lt;--- Unit file and Airunit_shw.shp &amp;lt;---Shadow of that unit.and adding code on art.ini like &amp;quot;unitshadows=Airunit_shw&amp;quot;. [but well..understand?]&lt;br /&gt;
*activate &amp;quot;StartStandFrame=&amp;quot; and &amp;quot;StandFrame=&amp;quot; on art/md.ini to working again.[i already test it before post this it cant work] &lt;br /&gt;
*support 32 face view for shp unit.&lt;br /&gt;
*Adding &amp;quot;AlternateArctic/Urban/weArt&amp;quot; to units as well as infantry&lt;br /&gt;
*Use voxels for infantry, and buildings, for terrain objects&lt;br /&gt;
*Re-enable amphibious alternate VXLs for when crossing between land and water, like it was in TS&lt;br /&gt;
*Allow any color to be used for [[Alpha_Image]]&lt;br /&gt;
*Allow NoSpawnAlt= to work with shp files.&lt;br /&gt;
*Aircraft under the chaos effect do not glow red like InfantryTypes and VehicleTypes do. It would be nice if they did.&lt;br /&gt;
*possibility to make shoreline animations (i think something for the TXguys)&lt;br /&gt;
:(See response on the Discussion Page)&lt;br /&gt;
*Infantry crush animation.&lt;br /&gt;
*Infantry jump animation.&lt;br /&gt;
*Seperate cursor for Heal and Tote&lt;br /&gt;
*DisableIfUnavailable= tag on individual objects to hide their cameo if it would otherwise be gray (not enough aircraft docks, buildlimit reached etc.) to prevent sidebar crowding.&lt;br /&gt;
*SectionSequence for vehicles to allow for submerged frames, damaged frames, firing frames etc, and related to this would be seperate art entries for turrets.&lt;br /&gt;
*Using EVA Voices in animations or buildings&lt;br /&gt;
*A tag in the paradrop superweapon that lets you pick the Gfx used for the parachute (mig eater)&lt;br /&gt;
*Makes the Turret as the Shadow and, all voxel frames will show something like &amp;quot;ShowAllShadow(Turret/Shadow)Sections=true&amp;quot; (genobreaker)&lt;br /&gt;
*Alternate images for veterans (like VetImg=E1Vet) or something, and stuff like VetTur=blah&lt;br /&gt;
*Remap basic color of a unit (Allied units are bluish, Soviets brownish, so if a Allies build a rhino it is bluish) I am not talking about the remap color!&lt;br /&gt;
*AltSovCameo=blah (like if the soviets can build a grizzly, it looks sovietish in the cameo) also, AltAllCameo= etc&lt;br /&gt;
*Add alpha maps for buildings so as to cut out the use of down sizer, and to clean up the edges of buildings.&lt;br /&gt;
*Allow for trailers on normal ground vehicles.&lt;br /&gt;
**Additionally, allow for multiple trailers and their positioning.&lt;br /&gt;
*Facings for trailer anims.&lt;br /&gt;
*Side-specific health bars&lt;br /&gt;
*An AlignFLHToBody= tag that uses the body of the voxel for the FLH alignment instead of the turret, for use with units using the TurretSpin=yes logic. See this thread: [http://forums.renegadeprojects.com/showthread.php?tid=377]&lt;br /&gt;
*Allow shp images to be used for units with all locomotors including true air and subterranean.&lt;br /&gt;
*Slaves can use VXL Files&lt;br /&gt;
*Custom additional cursors for such as deploying, weapons, etc.&lt;br /&gt;
*Make voxel projectiles remapable&lt;br /&gt;
*Use the HVA animation tag. Like HVAWalkFrame=(frames) HVAPrimaryFrame=(frames) HVASecondaryFrame=(frame) will come in hand not only for mech, but also other complicated voxels. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&lt;br /&gt;
*enable rotating the map. &#039;&#039;Comment: YR is a 2D game, no map rotating. [- pd]&#039;&#039;&lt;br /&gt;
*Add a rules tag that can be attached to superweapons, allowing them to distort around the point the superweapon strikes, (&amp;quot;DistortArea=true&amp;quot;, default would be false) like in this TS E3 Screenshot (A&amp;amp;#108;ex05): [http://www.tiberiumsun.com/gameinfo/images/e3/e3_23.jpg] &#039;&#039;Comment: the Psychic Dominator creates it... though, it&#039;s not that extremely distorted. [- pd]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>83.108.80.113</name></author>
	</entry>
</feed>