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Complete NCM Base Ingame *Warning Large Pic*
Moderators: Triforce
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Triforce
Flamethrower


Joined: 05 Jan 2003
Location: Ohio, USA

PostPosted: Mon Dec 12, 2005 4:06 am    Post subject:  Complete NCM Base Ingame *Warning Large Pic* Reply with quote  Mark this post and the followings unread

Here is a full pic of all the NCM buildings ingame! (except for the turret, its messed up atm) Enjoy!

Triforce



NCM Full Base.png
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NCM Full Base.png



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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Dec 12, 2005 4:15 am    Post subject: Reply with quote  Mark this post and the followings unread

truely wonderful. i love it and your work is great and original Mr. Green

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Dec 12, 2005 4:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Agreed...

One question.. is this mod going to use a seperate .exe? Because I know a couple of people that can make one in a few days.... that's IF they are willing to do it.... mainly because I want to play this mod sooo bad... but I need to have the TS.exe free because of Tiberium Midnight.

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Triforce
Flamethrower


Joined: 05 Jan 2003
Location: Ohio, USA

PostPosted: Mon Dec 12, 2005 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actualy I've made my own custom .exe for NCM already. Only problem is that it messes up FS beacuse I have to rename expandxx or ecachexx which it ueses. Only way around it is to include all the effected files with the mod, but that isn't 100% legal I think... What I really need is a third file type to change or add, and I think I edit patch.mix without problems. (haven't tried it yet) If anyone knows of a better way please let me know.

Triforce

PS: I you couldn't tell, I was thinking out-loud when I wrote this. lol.  Very Happy

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Dec 12, 2005 5:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

you can include FS stuff in with your mod *looks at TSTW* Rolling Eyes

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Triforce
Flamethrower


Joined: 05 Jan 2003
Location: Ohio, USA

PostPosted: Mon Dec 12, 2005 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I've already solved the problem! Replacing patch.mix has sloved all the bugs with renaming expand and ecache. TS and FS both work great. So this means NCM will have its own .exe!

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Grievous
Disk Thrower


Joined: 13 Aug 2005
Location: Singapore

PostPosted: Mon Dec 12, 2005 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think the buildings don't look like their actually on the terrain.... but with the concrete lat they look just fine.

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Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Mon Dec 12, 2005 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Grievous wrote:
I think the buildings don't look like their actually on the terrain.... but with the concrete lat they look just fine.


Thats what i said in another topic.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Dec 12, 2005 9:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

daTSchikinhed wrote:
One question.. is this mod going to use a seperate .exe? Because I know a couple of people that can make one in a few days.... that's IF they are willing to do it.... mainly because I want to play this mod sooo bad... but I need to have the TS.exe free because of Tiberium Midnight.


Umm.. New folder?

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Natus
Rocket Infantry


Joined: 12 Sep 2003
Location: In my own little world

PostPosted: Fri Dec 16, 2005 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Impressed. Beyond impressed.

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