hey, i just made an account for this awesome mod
i dont like the classic Mammut MK2 its to inmobile like a gigant fortress, a walker with two legs would be easy to take down and a tank is not build for carrying a "superweapon" like the MK2
my idea would be a hovertank thing or something just a idea
best wishs from germany and excuse my horbile english spelling pls :* QUICK_EDIT
Which can also deploy into a juggernaut artillery equivalent unit (thus eliminating another ridiculous mech design)
I've been meaning to do something with this concept for a while - maybe not for TO though.
In my opinion, GDI should continue the tradition of the Missile Pods x2, Big Guns x2, Locomotion x4 recipe. And personally I want a mech
As an aside, the Juggernaut has been retconned out so that the HMLRS can be the GDI long range support unit.
Team Black wrote:
wait a sec, I thought Holy_Master already made us a kickass Mammoth Mk2 shp
That's a render, TB. It was never SHP'd and would need substantial aesthetic and textural alterations to fit the industrial, simple, and non curvy GDI we have in TO.
Perhaps Atlas can be the next public input case. But it is a little more complex and thus takes longer to prototype changes. QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Wed Nov 21, 2012 2:23 am Post subject:
That was actually originally Area52's model before it was modified by Holy_master. Her test render is still on my Youtube, in fact. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young
Founder - Savage Media Group QUICK_EDIT
Joined: 26 Feb 2010 Location: Inside my temple in Cairo.
Posted: Wed Nov 21, 2012 6:39 am Post subject:
You mean this right!?
_________________ If you are a member of the NSA and you are reading this, then you should know, that too much curiosity killed the cat!!!
Wenn Sie ein Mitarbeiter des BND sind und das hier lesen, sollten Sie wissen, dass zu viel Neugier der Katze Tod ist!!! QUICK_EDIT
i am from austria and my english is not very good, but i will try it.
For over a year now I have been following your modification and i like it really much. for me its nice to see that tiberian sun mods are still alive. i like this game very much and as child i spent a lot of my spare time playing this apocalyptic game.
so i have seen both gameplay-videos to this game on youtube and now i have some question:
is it possible to make the explosions of buildings and tanks like in Tiberian Sun Dusk ? i find they turned out very well for such an old game. i would appreciate it if you guys would include this explosions in your modification if you have the permission to do that.
How do you see that? you like it too or do your mod have still better explosions for buildings and tanks ?
so far, so good - See you! Last edited by sigi on Fri Nov 30, 2012 9:01 am; edited 1 time in total QUICK_EDIT
and would it be possible for you guys to make the trees and the tiberian flora as dynamic as in stronghold 1 ? i think it would be very, very atmosphäric xD
and every time when a strong wind blows through the flora goes with it. also the raindrops and (if you have also included snow particles) the snowfalkes.
i can imagine that this would be very much time-consuming and maybe, considering the age of the engine, impossible to perform it well. but maybe you like this imagnination and if the possibility exists to make this big thing to reality, i hope you guys would go through it sometime.... QUICK_EDIT
Making snow and rain appear on them would be nearly impossible, but there's a way to make all trees animate at the same time to make it appear asif wind is blowing...
It would take quite a bit of work though, considering all trees would have to be animated then. _________________ QUICK_EDIT
That would lag SO HARD on forest maps. Re-connection issues to the max. But it would look sick as fuck! _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young
Founder - Savage Media Group QUICK_EDIT
Posted: Sat Dec 01, 2012 10:22 am Post subject:
In that case, I think I will complaint about this issue to Nod authority.. If Slavick still active then I will complaint to him directly..except my access to him blocked by bureaucracy maze or by any unknown reason..damn..
Fight for Nod..
I hope I can use Hijacker skill to handle this... QUICK_EDIT
Exactly, although it would require AnimationProbability=1 to ensure that all the trees will always animate at the same time (which means that you need to repeat a lot of the same frames in the animation to create an illusion of a delay between the animations).
That would lag SO HARD on forest maps. Re-connection issues to the max. But it would look sick as fuck!
Whether it'll lag depends on the system I think, but the downside of these tree anims is that there's no way to make them not appear on lower detail levels. I'm pretty sure AlexB's hack improves this a bit however... _________________ QUICK_EDIT
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Sat Dec 01, 2012 4:34 pm Post subject:
always preferred Nod as hit 'n run warfare for Nod, i can't think Nod with Heavy warfare like GDI.
GDI = brutal Forces and massive armor.
Nod = Stealth and attack run warfare, with cheap & weak armor. _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
-Nearly finished the GDI Naval Yard, although it still needs a nice water blend.
-Helped Morpher bulk out some of the civie assets and embelishments. That was mostly Morpher's work though, so credit goes to him for SHPing up all my renders. Assets include but are not limited to railway stations, oil/chemical silos, cranes, barbed wire fences, an abstract art plaza statue, and an astronomical observatory. Other brickabrack includes additional debris and rubble, crates, etc.
-Started a Combine vs. Humans mod.
-Did models for the Civil GDI Medical Bay, Autoturret, and Drone Control. Got the CGDI array ready for use in game (SHP'd with anims and damage, etc).
-Added cacti as a flora choice for mappers. Allows more varied deserts. Cacti come in tall (the generic stereotypical cactus), and short (squat round hordes of shrubs) variants.
-Made some more effort into the snow theatre, to allow for further campaign progress.
-Worked on a new tiberium SHP.
-Worked on a new VHM and vein SHPs.
-Animated and rendered most of the frames for Atlas.
-Stopped Combine mod.
-Started on GDI wall damage frames.
-Rebuilt, retextured, and rerendered Cabal Core and Power Plants.
That's all I can think of since last month. QUICK_EDIT
What happened to the older music for this mod? I visted the TO moddb page a while back and there was different music listed for preview, like the song xeno for cabal. I would like to listen to those tracks again. QUICK_EDIT
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