Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Thu Aug 12, 2010 8:02 am Post subject:
Deformat wrote:
Also, for a stable release - dear dude, you're really far far away. The new faction might be done, but the AI, music, sounds, other graphical shiz - its a lot.
he doesn’t need any of that for a Stable release (it helps though) just a few bugs as possible (hence stable) and a basic set up showing what to expect. In the real world of games this would be equivalent an early beta version judging by what done so far.
He would need all that stuff for the release to get the attention this mod deserves which is something I never say about RA2 mods but he has done a good job and his improvement alone with the graphics makes it worth playing...
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As for the power plant, I like it and it looks different from the bulk of power plants which games have. Perhaps a nice fancy terminological should be put in-front of the words power plant so people can work out that its looks are functional. _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
Also, for a stable release - dear dude, you're really far far away. The new faction might be done, but the AI, music, sounds, other graphical shiz - its a lot.
I have alot more done than you realize Deformat, The Terrain is also done, My AI is like already 90% done and mean enough already that if you blink to long or lose focus of your surroundings, they're gonna tear you a new "bleep"hole.
I guess I should have mentioned it as a pre-beta release and not a final.
I think the only things I really havent touched yet would be the GUI and Music/Sound/video files. Though I do have alot of war sounds, just havent converted them to .wav yet.
I dont know where I'm gonna get some new Theme Music from without infringing on copyrights, Maybe Aro and crew of TI have some leftovers I could possibly use? "hint,hint"
I've also tried making some new video's for the loading process, but for some reason FRAPS crashes the game when it's actvated, so I'll have to figure something out on that. Anyone know why it would crash the game? QUICK_EDIT
I've run into another set back I have to rearrange some buildings in order to accompany thier anims. For some reason I just could'nt get them to work as planned. Thank god there is only a couple that need it.
So here's what the new RF airport shall be. It will only support 3 aircraft and they will line up in middle of runway.
I think it looks a bit like a conveyor belt (hope it's the right word).
I suppose something could be done at the start and the end of the runway to counter that,but I don't know what QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Sat Aug 14, 2010 1:28 pm Post subject:
Does it have to be a runway?
I realy dont understand which RA2 mod add in Runways when the game doesnt support them properly. Would it not be better just to put 3 landing pad/area markings on it. _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
What do you think of this as an alternative to the CAOILD?
The oil pit"oil" and drill are animated, well in the process of being animated.
The oil is gonna have a thick liquid type movement.
-Add more details, which are diverse
-Work on the texture for the top of the cylinders, the square texture curving on the round surface is weird.
-a GIF of animation would be great QUICK_EDIT
In fact, I don't even know with what is similar to O_o
Why does it have to resemble something else? Use your imagination man.
But I will definitly add something to make it look like it can store oil.
MT wrote:
Work on the texture for the top of the cylinders, the square texture curving on the round surface is weird.
I kind of intended it to look like that, kinda like a patch with the oil leaking from the seams. I dont know I'll see what I can do to make it look better.
I'm working on the .gif but wont be done till maybe tonight.
So here is the results of the new VenomScudLauncher, it will take the place of the existing V3.
Some of you have already seen this Miner, but it's been textured and updated.
I have some cool ingame war scenes for ya, but my internet is experiencing technical difficulties uploading a large file
Well only concern that comes to mind is the foundation size of your structures.
In most long games, people build multiple factories, etc and my concern is players will have limited build space on smaller maps due to huge buildings.
It also makes balancing splash damage weapons more difficult due to the multipler effect on big foundations. _________________ QUICK_EDIT
Probably the only thing I will scale down at the moment is the RF Power, There is an alternate airport, for the smaller jets, and I think Ares will implement the use of multi factory types in the future which should solve alot of this. Besides my maps are pretty big in size, not extremely big, but big enough to handle lots of building. Lagging shouldnt be a problem either for the most part as I've toned down or cut out the "middle man" things that tend to lag the most. So playability should remain somewhat constant.
Here is a new addition to the RF Faction, it boasts "8" 60mm anti air cannons, has radar and guided "lock on" technology but has a weak armor, and vulnerable to most tanks. These will be best utilized as flankers to protect the main battle tanks from any air attacks.
That AA Tank looks great, though the cannons need more detail, like the box where they're attached to _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
I'm trying my best to keep improving on the existing things, though it can be really hard to keep up with a Million and One things going on
This here is the Vehicle that will deploy into the FieldRadar I had shown earlier. Venom dosent have the Radar capabilities as the RevengeForce, so this will help to "Reveal" extra portions of the map and radar. I havent decided whether to put a build limit on this yet.
another late add-in, the Venom Plasma Tank. Uses powerful plasma lasers to cut thru it's enemies toughest armor. Though it has a weak armor itself "because most of the laser producing equipment is exposed", it's bite is worse than it's bark!
I did some updating to this conyard, and looks like I will now use this one for the RF in place of the other. So once I get it textured "most likely tonight" I'll show some ingames with it in action.
I assume the texture is unfinished? becuse its almost all grey. but nice model _________________ "I'll be staying strapped cuse my mac-eleven make my nuts bigger" QUICK_EDIT
Lies! Its finally a model on which I don't have any major complaints. Nor minor, probably just the base textures, they mix a bit weird, but that isn't such a major problem.
YET it must be seen at its normal size. QUICK_EDIT
I dont know, I really dont think I like this. It's kinda too Black and White, Kinda like a 1950 Black and White TV show which would be fine if the RF was B/W but there not I'm just gonna have to re think this one. QUICK_EDIT
The WarFactory driveway cement needs to be darkened to match the conyard's and Refinery's... other wise i cant wait for this to be released _________________ Total Annihilation is the only battle strategy.
my Moddb.com account QUICK_EDIT
Working on a new style Refinery, gonna go something like this. This isnt the actual anim, was just just testing to see how things would work. There will be other anims dealing with tiberium/Gold moving and dumping as well. Concept look alright for the most part?
The refinery is fine. The only thing I would change is where the two pipes merge: this may be just personal preference but it'd look cooler less curved there (I'm thinking as a "T" intersection, with 90 angles).
Also I'm not a fan of the bright gold being used so much on the model.
But overall great job, keep it up.
P.S. Cranium do you never go on MSN anymore? :p QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Sep 09, 2010 1:32 am Post subject:
I've splited some of the crap posted in this topic. Anyway, Deformat, keep the obscene ideas to yourself, specially when they are foolish and immature. PPM is a place for everyone, including young people. It's not cool to get the site blocked by parental controls from some computers. It's the second time in less than 2 months that you've caused troubles here. Please, stop with them to prevent being punished for stupid reasons. Take this post as serious warning. QUICK_EDIT
Anyway, I haven't checked this topic in a long while, and I gotta say, that Conyard is mighty damn fine, The top part is great, it just needs some more polishing here and there imo. _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
@inzane krazy:
Na, you didnt miss much, just Deformat being Deformat. "PPM's Class Clown"
On the conyard, yeah I've seen a couple spots that need poloshing, havent had time to get back to it. "same thing with a hundred other things" It's very very hard doing a TC all by my self, but I'm already so damn far into it, I'm not giving up for nothing. Only thing gonna stop me from finishing this thing is my death bed.
yeah, when I updated my isotem.pal for the new water I removed some colors that were being used, problem will be resolved before release. At first I didnt realize that overlay objects use isotem.pal as well. I thought they used the temperate.pal. QUICK_EDIT
I love the progress dude. Keep it up. I'm sorry I missed Deformat posting dildos but ztype it. I'll trump him one day.
Texturing is good, but the soviet green texture is just... green. Rust it or something, add a little grain and depth to it. Especially for a refinery where stains should be commonplace due to belching smoke and other things. _________________ Victory! QUICK_EDIT
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