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Yuri Bio Reactor [RA2/YR]
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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Apr 15, 2017 7:10 am    Post subject:  Yuri Bio Reactor [RA2/YR] Reply with quote  Mark this post and the followings unread

You can straight away replace the old reactor without any .INI coding as this has the same amount of frames. .PNG source files included.

.Blend source can be found here: https://ppmforums.com/viewtopic.php?t=43423




This version of Bio Reactor is based on this concept art:




Yuri_bio_reactor01_shp.zip
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 Filename:  Yuri_bio_reactor01_shp.zip
 Filesize:  173.31 KB
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Yuri_bio_reactor01_png.zip
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.PNG source

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 Filename:  Yuri_bio_reactor01_png.zip
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Last edited by DonutArnold on Sat Apr 29, 2017 6:29 am; edited 2 times in total

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Legiotitanica
Vehicle Driver


Joined: 01 Mar 2017

PostPosted: Sat Apr 15, 2017 11:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Pretty good Smile

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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sat Apr 15, 2017 4:53 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Bravo

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Apr 15, 2017 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Forgot cameo.



ygpwricon0000.png
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ygpwricon0000.png



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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Apr 15, 2017 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's actually easier to just use render with exact size, because scaling down makes the image ugly.



ygpwricon01_0000.png
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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Sun Apr 16, 2017 2:13 am    Post subject: Reply with quote  Mark this post and the followings unread

sexy

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FurryQueen
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PostPosted: Sun Apr 16, 2017 4:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Bizarre. Love it.

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SMIFFGIG
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PostPosted: Sun Apr 16, 2017 12:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Should poste a link to the concept sketch too Wink

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Apr 16, 2017 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Done.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sun Apr 16, 2017 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quite impressive. This sudden resurgence of Yuri graphics gives me a desire to mod I haven't had in years. Ace work DonutArnold.

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nlspeed
Grenadier


Joined: 26 Dec 2016

PostPosted: Sun Apr 16, 2017 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, this really is quite beautiful, as I said before - but why not say it here, too, for saying it twice certainly isn't undeserved.

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Mon Apr 17, 2017 7:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Previous Comment: Beautifully? made DonutArnold!
EDIT: I meant it was Beautifully made, I don't know how that question mark ended up there Confused

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Last edited by NucleiSplitter on Wed Apr 19, 2017 2:19 pm; edited 1 time in total

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Shepherd Moons
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Joined: 12 Jul 2011

PostPosted: Tue Apr 18, 2017 1:13 am    Post subject: Reply with quote  Mark this post and the followings unread

GOOD JOB?

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DonutArnold
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PostPosted: Tue Apr 18, 2017 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alternative cameo rendered with Cycles:



ygpwricon03_0000.png
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ygpwricon03_0000.png



ygpwricon02_0000.png
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ygpwricon02_0000.png



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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Tue Apr 18, 2017 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cycles is rather powerful for realistic renders.
I honestly feel that it should be used more.

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Nooze
Cyborg Soldier


Joined: 05 May 2009
Location: Finland

PostPosted: Wed Apr 19, 2017 4:31 am    Post subject: Reply with quote  Mark this post and the followings unread

"Improved" painted cameo.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Apr 19, 2017 4:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks like a TS cameo now...

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Meemo
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Joined: 25 Jul 2016

PostPosted: Wed Apr 19, 2017 4:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Awesome work man! Very Happy

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Artraiden
Medic


Joined: 23 Apr 2017

PostPosted: Sun Apr 23, 2017 10:52 am    Post subject: Reply with quote  Mark this post and the followings unread

How to code it (artmd) right? Standart replace give different images in game & hight...second-with standart .pal they have blue pixeles on damadge frame

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TAK02
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Location: It was Damascus.

PostPosted: Sun Apr 23, 2017 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

That one's because of a different number in an Anim's frames, that doesn't coincide with the frame set by LoopEnd, I think. I did some tests this morning with another building and got that bug too.

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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Apr 23, 2017 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nooze wrote:
"Improved" painted cameo.


Cool. Awesome work, Nooze! <3

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DonutArnold
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PostPosted: Sun Apr 23, 2017 8:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

The dots are fixable by SHP Builder (replace the colour with darkest black in the usable palette), but I'll try to fix 'em and upload soon. Also, noticed that active animations a and b didn't work when I tried to put them in-game, so I apologize for saying that you can just replace the old one without .INI coding. I'll try to investigate that.

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TAK02
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Location: It was Damascus.

PostPosted: Sun Apr 23, 2017 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Heh, figured that one out too this morning when trying to get the Noosphere Tether nlspeed wanted to work...
EDIT: Is it possible these issues are related?
Code:
; Noosphere Tether
[YASBIO]
Cameo=NOOSICON
CameoPalette=noosicon.pal
Remapable=yes
Foundation=1x1
Height=2
Buildup=YASBIO_MK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
NormalZAdjust=-25
CanHideThings=True
CanBeHidden=False
OccupyHeight=2
DamageFireOffset0=-5,5
ActiveAnim=YASBIO_A
ActiveAnimTwo=YASBIO_B
ActiveAnimDamaged=YASBIO_AD
ActiveAnimTwoDamaged=YASBIO_BD
ActiveAnimZAdjust=-200

[YASBIO_A]
Normalized=yes
NewTheater=yes
Start=0
LoopStart=0
LoopEnd=0 ;5
LoopCount=-1
Rate=400
Layer=ground
Image=YASBIO_A
 
[YASBIO_AD]
Image=YASBIO_A
Normalized=yes
NewTheater=yes
Start=1 ;0
LoopStart=1 ;0
LoopEnd=2 ;5
LoopCount=-1
Rate=400
Layer=ground

[YASBIO_B]
Normalized=yes
NewTheater=yes
Start=0
LoopStart=0
LoopEnd=7
LoopCount=-1
Rate=400
;Layer=ground

[YASBIO_BD]
Image=YASBIO_B
Normalized=yes
NewTheater=yes
Start=8
LoopStart=8
LoopEnd=15
LoopCount=-1
Rate=400
;Layer=ground


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DonutArnold
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Joined: 18 Jan 2005
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PostPosted: Sat Apr 29, 2017 6:31 am    Post subject: Reply with quote  Mark this post and the followings unread

The dots are now fixed (caused by badly made .pal file), I've reuploaded the .zip files and I highly recommend everyone to use this fixed version.

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Blackdawn17
Civilian


Joined: 12 May 2017
Location: philipines

PostPosted: Fri May 12, 2017 9:21 am    Post subject: Reply with quote  Mark this post and the followings unread

looks great! thanks for this=) this will replace only the stuffs of bio reactor to work or i will edit other files

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Fri May 12, 2017 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nooze's cameo looks Mental Omega'ish, here are mine.



biopicon.png
 Description:
HQ version
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biopicon.png



biopicon 0000.png
 Description:
In-game version
 Filesize:  2.94 KB
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biopicon 0000.png



yur_biop.png
 Description:
Preview version
 Filesize:  11.7 KB
 Viewed:  23825 Time(s)

yur_biop.png



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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Fri May 12, 2017 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not bad PussyPus, too bad I won't be using this, it's just way too big for me in my in-game perspective, and I'm already fine with the Bio Reactors, when I first saw this, I wanted to use it, but when I used it, I said, "Damn, this is just too tall!". So, I scrapped my idea of using it Sad

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Fri May 12, 2017 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

NucleiSplitter wrote:
Not bad PussyPus, too bad I won't be using this, it's just way too big for me in my in-game perspective, and I'm already fine with the Bio Reactors, when I first saw this, I wanted to use it, but when I used it, I said, "Damn, this is just too tall!". So, I scrapped my idea of using it Sad


Did i mentioned i make unique cameos?

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sat May 13, 2017 7:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Honestly I don't like it. It looks too blurred and the background reminds me of the moon, not fitting the other Yuri cameos. Plus the building itself is quite small. I can hardly tell what it is, when I first saw it.

The cameo is about the thing you are going to build/train/construct/order. It must be very visible and background should help you see the object, not mix with it thus making it harder to spot what the shell you are paying for.

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Templarfreak
Vehicle Driver


Joined: 10 Jun 2015

PostPosted: Tue May 16, 2017 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

With some very slight modifications this could be a crazy-looking defense.

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Tue May 16, 2017 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

PillBox20 wrote:
Honestly I don't like it. It looks too blurred and the background reminds me of the moon, not fitting the other Yuri cameos. Plus the building itself is quite small. I can hardly tell what it is, when I first saw it.

The cameo is about the thing you are going to build/train/construct/order. It must be very visible and background should help you see the object, not mix with it thus making it harder to spot what the shell you are paying for.


I forgot to edit the sky color to fit as YR'ish.

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Wed May 17, 2017 8:14 am    Post subject: Reply with quote  Mark this post and the followings unread

PussyPus wrote:
NucleiSplitter wrote:
Not bad PussyPus, too bad I won't be using this, it's just way too big for me in my in-game perspective, and I'm already fine with the Bio Reactors, when I first saw this, I wanted to use it, but when I used it, I said, "Damn, this is just too tall!". So, I scrapped my idea of using it Sad


Did i mentioned i make unique cameos?


I meant the Concept Bldg. Donut did, it's too big for me, maybe it's because I'm using 25% smaller infantry...

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wiwimax
Soldier


Joined: 13 Dec 2016

PostPosted: Thu Sep 27, 2018 2:04 am    Post subject: Re: Yuri Bio Reactor [RA2/YR] Reply with quote  Mark this post and the followings unread

DonutArnold wrote:
You can straight away replace the old reactor without any .INI coding as this has the same amount of frames. .PNG source files included.


When I put any infantry in it (or all 5 - max infantries), the building doesn't full up, i.e. doesn't show up the fulled state animation with using default / original artmd.ini as it should be like on the preview picture:


What I need to do, to fix this?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 27, 2018 6:24 am    Post subject: Reply with quote  Mark this post and the followings unread

wiwimax wrote:
What I need to do, to fix this?

This is a simple file replace job to get the SHP work, so unless you copied only half of the SHPs into your mix, the problem is in your code. Thus undo the changes that broke this.
You have the original game inis. You have your inis. compare and fix the problem.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Sep 27, 2018 6:37 am    Post subject: Reply with quote  Mark this post and the followings unread

The building itself covers its animation.
Use these without coding



ygpowr.shp
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 Filename:  ygpowr.shp
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yapowr.shp
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 27, 2018 7:01 am    Post subject: Reply with quote  Mark this post and the followings unread

*ZAdjust helps

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wiwimax
Soldier


Joined: 13 Dec 2016

PostPosted: Thu Sep 27, 2018 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

@cxtian39: Thank you, that fix the problem.

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RIAKTOR
Disk Thrower


Joined: 23 Nov 2013

PostPosted: Thu Oct 04, 2018 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Second concept art looks better. But ingame version probably is best(if with green liquid).

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Fri Oct 12, 2018 1:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh look great! as if westwood made themselve!

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Fri Oct 12, 2018 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Holy_Master: Thanks! Smile I tried to make it look as close to WW's style as possible.

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Fri Oct 12, 2018 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really like texture and setup you made for it base at first I though it's was photoshop from exist art until I saw build up animation and cameo, it very impress me.

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Fri Oct 12, 2018 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Spent some time to get the base texture right, as you can see in this render (these are included in the Yuri building kit, btw):



yuri_kit01_12.png
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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Fri Oct 12, 2018 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

But I think building model in cameo should stand out more from background... maybe it background need to be more simple.

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Fri Oct 12, 2018 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Still waiting for an allied and soviet building kits, but i think yuri worth it more

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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Sat Oct 13, 2018 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yey, looks good.

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Rakaziel
Medic


Joined: 20 May 2019

PostPosted: Sun Jul 21, 2019 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome! This would make great a Yuri Hospital or Armory as well!

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Team Black
Defense Minister


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

PostPosted: Tue Jul 23, 2019 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's already a Yuri hospital


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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Jul 23, 2019 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
There's already a Yuri hospital

Laughing
I was under the impression it was the armory; since it turns useless units into useful units #Tongue

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wthigon
Vehicle Drone


Joined: 10 Jan 2005

PostPosted: Sun Dec 29, 2019 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry to revive an old thread, but I recently came back to modding YR and have run in to this problem....


Looks fine when infantry inside but idle non loaded and damaged looks messed up.

INI code is the default, non edited code.



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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Dec 29, 2019 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Set it up as a clone and not as an art override - I expect one of the art entries still pointing towards the old YR animations.

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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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