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C&C: Battlezone
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Aug 30, 2010 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

eh, I didnt do any testing on it earlier, but thought maybe since it was the only visible thing with a twinkle it may have some how been related. But it seems it is not. So scratch that idea.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Aug 31, 2010 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

for the water I think it would be good to use blue lines, like this



blue.PNG
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blue.PNG



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Yurisarmy
Missile Trooper


Joined: 02 Mar 2005
Location: Missouri, USA

PostPosted: Wed Sep 01, 2010 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I am pretty positive it's engine generated effect (basing this assumption on an observation that water effect stays completely unchanged even if you tamper with stock game palette files such as anim.pal, unit*.pal and iso*.pal) but not absolutely sure. Anyone feel free to prove me wrong.
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That's the consensus I've reached. The only thing I can think of to minimize its visibility is something like what TB just suggested.

Apart from that the only prob I have right now is getting the new EVA to play ingame. I have the sounds made, but I think they're just not converted right. The unit voiceovers are fine. I figured out my slight issue with converting those. They ended up being in 16-bit instead of 4-bit upon conversion. I wonder if I'm doing something wrong similar to that with the EVAs.

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Yurisarmy
Missile Trooper


Joined: 02 Mar 2005
Location: Missouri, USA

PostPosted: Wed Oct 13, 2010 4:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Well it's been about a month since I made some real progress but today I posted some more info on ModDB and got the naval element working.

So far there are only two ships made of the 4 planned. The ground terrain is also redone so it's a little bit easier on the eyes and makes obstacles stand out more. I'm gonna do a test of TB's blue line water terrain idea and compare it with what I got here. Check the mod profile for images. Alternately, you can check my Photobucket for all the screens, model shots, and test pics.

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Sun Oct 24, 2010 9:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like this allot, IMO the water tiles should be like this [X].

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