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 Forum index » Other Projects » Pre-Alpha Projects » Global Crisis
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Moderators: Global Crisis Moderators, HG_SCIPCION
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Apr 09, 2015 10:13 pm    Post subject: Reply with quote

Are you sure it's big enough #Tongue

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Fri Apr 10, 2015 1:20 pm    Post subject: Reply with quote

amazing! love it but anything behind this building is surely problem....

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Apr 10, 2015 5:44 pm    Post subject: Reply with quote

Realistic building scaling? In my C&C?
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Apr 11, 2015 12:48 pm    Post subject: Reply with quote

In my experience Large buildings like this suffer from several problems;

Layering issues with objects behind the building being displayed in front.

If the buildings "foundation" isn't on/near the screen then it wont render the building even if the building is tall enough to fill several screens etc.

There is a size limit to how big a building shp file can be, to get round this I've used an animation for the buildings graphics instead but then garrison or rubble frames don't work.

I'm curious to know if you have also experienced any similar problems?
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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Mon Apr 13, 2015 2:17 am    Post subject:   Reply with quote

n.n thanks

@migeater, yes.... I have problems with big buildings...

-problems with the foundation and "z adjust"

-problems with the shadow

-problems with the "shp builder" :p (big file) no problem banshee n.n I love shp builder...

-problems with the camera and position of the building...

-problems with the distance of attack (ocuppy building and attack of units)



well....
and more colors #Tongue Wink


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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Tue Apr 28, 2015 3:58 pm    Post subject: Reply with quote

Smile


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BySc
Scorpion Sniper


Joined: 07 Jul 2013
Location: Anywhere In The World

PostPosted: Tue Apr 28, 2015 4:07 pm    Post subject: Reply with quote

Really Nice Sir.Good Work And pls more photo Very Happy
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Exley
Cyborg Commando


Joined: 09 May 2011
Location: X-Files

PostPosted: Tue Apr 28, 2015 11:02 pm    Post subject: Reply with quote

all I can say is WOW
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Ordosherrscher wrote:

though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

Tony wrote:

Bridgehole Monster Laughing

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Apr 28, 2015 11:58 pm    Post subject: Reply with quote

The buildings look a bit too noisy, but there's a lot of good stuff in these screenies Smile

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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Thu Apr 30, 2015 12:07 am    Post subject: Reply with quote

ñ_ñ

thanks... I love Global Crisis Wink

and yes.... the buildings not are final...
HERE, New cliffs and new shores Smile




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Exley
Cyborg Commando


Joined: 09 May 2011
Location: X-Files

PostPosted: Thu Apr 30, 2015 12:31 am    Post subject: Reply with quote

ok seriously, this should have been sequel to TS/FS
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Ordosherrscher wrote:

though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

Tony wrote:

Bridgehole Monster Laughing

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Apr 30, 2015 4:53 am    Post subject: Reply with quote

Are these tiberium crystals gonna be exclusive to Global Crisis or are they also an early teaser for the revamped ones for TI (As I remember you are also assisting them with graphics work)
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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Thu Apr 30, 2015 8:05 pm    Post subject: Reply with quote

this tiberium is only for GC, but well... hey ARO, this tiberium is nice for TI? Smile


PD: the cliffs no are final, but are good...
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Cyborg Commando


Joined: 09 May 2011
Location: X-Files

PostPosted: Thu Apr 30, 2015 8:25 pm    Post subject: Reply with quote

altho crystals look good, since they are crystalic and not like grass in TS -_-

they kinda lack glow, that radiation glow
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Ordosherrscher wrote:

though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

Tony wrote:

Bridgehole Monster Laughing

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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Thu Apr 30, 2015 9:04 pm    Post subject: Reply with quote

-TEST

Tiberium+particles (gas) is beautiful but is heavy for the game.

GLOBAL CRISIS is compatible with TS/FS maps :')
but is in progress
-the pic contain the old terrain and no is final...


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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri May 01, 2015 12:10 am    Post subject: Reply with quote

After seeing again how small your infantry are. Wouldn't it be okay to at least increase their size to something at least 65% Size (10% Smaller TS Infantry and 35% Smaller for RA2) since atm they look tiny... even compared to the RA1/TD/D2K Infantry.
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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri May 01, 2015 12:28 am    Post subject: Reply with quote

HG_SCIPCION wrote:
a small building :p

<snip image>


hahaha I was converting that one to SimCity 4 format a while ago. Never made much progress because the building has no back lol




This mod looks good though! Very Happy
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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Fri May 01, 2015 1:14 am    Post subject: Reply with quote

Holy frack, now that's what I call eye candy!
I think that terrain just ate up XTX and CAE in one gulp
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The Fall of Hammerfest - Epic Tiberian chain story

Tiberian Odyssey mapping department
The Team Black Index - Steam: TeamBlack aka BeastMode

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Exley
Cyborg Commando


Joined: 09 May 2011
Location: X-Files

PostPosted: Fri May 01, 2015 3:15 am    Post subject: Reply with quote

yeah infantry compared to ordinary crystals are too tiny
the crystal should be max of human size half foot size
at least the ones growing from earth
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Ordosherrscher wrote:

though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

Tony wrote:

Bridgehole Monster Laughing

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri May 01, 2015 5:02 am    Post subject: Reply with quote

Half a foot is roughly a pixel.

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Exley
Cyborg Commando


Joined: 09 May 2011
Location: X-Files

PostPosted: Fri May 01, 2015 5:12 am    Post subject: Reply with quote

not on bigger sized infantry
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Ordosherrscher wrote:

though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

Tony wrote:

Bridgehole Monster Laughing

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri May 01, 2015 8:56 am    Post subject: Reply with quote

I'm a bit worried on how effective using infantry would be in large scale battles. If they're too small its gonna be almost next to impossible clicking them when all the fancy explosions and movements are happening in-game.

The Tiberium is ace and so are the buildings but I really wanna help you out that infantry should be at least a bit bigger as right now you'd need to have precision clicking or play the game on 640x480 just to be absolutely sure you won't miss on clicking them.
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Cyborg Commando


Joined: 09 May 2011
Location: X-Files

PostPosted: Fri May 01, 2015 4:39 pm    Post subject: Reply with quote

also if this is RA2 mod, its bit shame that you
lose infantry details, after all TS is more cartoonish
comparing to RA2 infantry, so making them bigger is better overall
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Ordosherrscher wrote:

though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

Tony wrote:

Bridgehole Monster Laughing

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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Fri May 01, 2015 11:18 pm    Post subject: Reply with quote

@daTS, hey your model have more details :p thank you...

@Atomic_Noodles, the infantry in Global Crisis is only for waste ammo... Wink (in the real life too :v)

terrain with 3DsMax is easy Smile
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat May 02, 2015 3:47 am    Post subject: Reply with quote

Still though if that's the case might as well just make them 2x5 pixel sticks. The loss of detail with them so small just makes this the case.
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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Wed May 13, 2015 7:10 am    Post subject: Reply with quote

hey atomic, yes... but the idea is create a mod with real scale Wink is the price...

the world outside the wall...


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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Sun Apr 03, 2016 11:55 pm    Post subject: Reply with quote

Oblivion...

This is one of the cities of the yellow zone, the tiberium is little, also the presence of humans and animals... but the "tiberium" is a mutator of new forms of life for this ghost cities.

the 60% of the planet is similar to this...

-more ruins!!!!!   Rolling Eyes



grey grey grey!
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Apr 04, 2016 6:13 am    Post subject: Reply with quote

More rubble, less trouble!
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Mon Apr 04, 2016 7:13 am    Post subject: Reply with quote

Good work, Harry. Everything looks great.

Quote:
hey ARO, this tiberium is nice for TI


I'm a little bit late, but yes. Very Happy
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Apr 04, 2016 7:54 am    Post subject: Reply with quote

This mod looks amazing.
I just checked all the images and the terrain is some excellent work.
Only the player buildings could look a bit smoother. The civil buildings look nice (too bad the engine is unable to hide alphalights behind big objects).
I like all the random debris/doodads/rubble and other stuff.
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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Australia

PostPosted: Mon Apr 04, 2016 8:06 am    Post subject: Reply with quote

I am absolutely astounded by all this work, is this all you? And the quality is amazing!

My only complaint so far is the small size of the infantry. I completely understand where you're coming from though as I used to feel the same way, but I think it would be better to have them TS sized. C&C has weird scales so everything can be easily interacted with.

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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Mon Apr 04, 2016 9:36 pm    Post subject: Reply with quote

Rolling Eyes

thanks... I love work the enviroment of a post apocalyptic world..

Quote:
is this all you?

yes... the big building is a free model, but the terrain, ruins, voxels, buildings and infantry is my work... Rolling Eyes

and I have a small secret... Pasable and buildable rubbles...



and extra images:
In editor:



In game:



in a future I will improve the buildings... but the CONYARD is my first building... is a relic for me  Crying or Very sad
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Apr 04, 2016 9:49 pm    Post subject: Reply with quote

Wow, what a mess. Smile

I only fear such an amount of rubble and debris can cause quite some gameplay trouble. Imagine a sniper hidden somewhere in this. Due to your tiny infantry, it would be a pain to find this unit.

Maybe you try to set up the rubble as deformable terrain or destroyable Overlays, so some heavy firepower can completely level the ground and make it possible to "clean up" the area.


Another idea:
you could create a special scanner unit, which fires a dummy weapon on infantry only, that creates on the target a well visible target cursor.
So a player gets better visible feedback of infantry in the area.
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X-Mech Calendar (28 Mechs for GDI and Nod)
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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Mon Apr 04, 2016 10:45 pm    Post subject: Reply with quote

HG_SCIPCION this mod looks good, the shorelines look great and really great atmosphere overall!

I wonder if OpenRA would be a good long term option ?
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Apr 05, 2016 6:23 am    Post subject: Reply with quote

Quote:
only fear such an amount of rubble and debris can cause quite some gameplay trouble. Imagine a sniper hidden somewhere in this. Due to your tiny infantry, it would be a pain to find this unit.


This sounds more like an interesting tactic rather than a downside Smile
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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Apr 05, 2016 10:38 am    Post subject: Reply with quote

SMIFFGIG wrote:
HG_SCIPCION this mod looks good, the shorelines look great and really great atmosphere overall!

I wonder if OpenRA would be a good long term option ?


He already has an OpenRA project. This is like his original project.
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Mortecha
Commander


Joined: 30 Nov 2006
Location: Australia

PostPosted: Tue Apr 05, 2016 11:55 am    Post subject: Reply with quote

This is all very awesome, that town looks creepy and dead. Except for an odd scavenger or three.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Tue Apr 05, 2016 12:00 pm    Post subject: Reply with quote

Crimsonum wrote:
Quote:
only fear such an amount of rubble and debris can cause quite some gameplay trouble. Imagine a sniper hidden somewhere in this. Due to your tiny infantry, it would be a pain to find this unit.


This sounds more like an interesting tactic rather than a downside Smile


Makes the radar more useful too.
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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Tue Apr 05, 2016 3:08 pm    Post subject: Reply with quote

I think that many players are not using it. I for one can't play well without it. I don't like scrolling all over ze place. Very Happy
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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Sun Apr 30, 2017 7:53 pm    Post subject: Reply with quote

"Valuable and destructive"
Extraction of Blue Tiberium.

Finally I have enough assets for make different scenes Smile


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Anderwin
General


Joined: 16 May 2005

PostPosted: Fri May 05, 2017 12:21 am    Post subject: Reply with quote

holy FcK!
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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Sat May 06, 2017 12:12 am    Post subject: Reply with quote

This is some amazing shiz. Also it's good to see some resurrection of those old maps
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