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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Sat Aug 19, 2006 11:46 pm    Post subject:  Progress Reply with quote  Mark this post and the followings unread

Ok, as you may have noticed there is alot less topics on the forum now, that is becuse the mod is being restarted and I cleaned out to make the forum more relivent. I now actualy have a staff, Mr. Graffitt is gonna do voxels and misc graphics, and MadHQ is gonna do infantry.

Anyways, as I get renders I'll put it in this topic. This first batch isnt new, but it needs to be reput on the forum.



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Second side's power plant
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Second side's refinery
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Second side's warfactory
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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Sat Aug 19, 2006 11:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

More... I am gonna update the others before reposting them.



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Second side's airpad
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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sun Aug 20, 2006 7:55 am    Post subject: Reply with quote  Mark this post and the followings unread

that´s really some nice stuff
but are there any remaps?

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Sun Aug 20, 2006 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Green = Remap

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sun Aug 20, 2006 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

ah ok =)

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sat Sep 02, 2006 6:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Is that powered/unpowered or something?

(is that even possible? To have Unpowered frames for a building?)

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Sat Sep 02, 2006 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it is unpowered ones Smile

And the powered 'frames' are an animation Wink

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Mon Sep 11, 2006 1:45 am    Post subject: Reply with quote  Mark this post and the followings unread

As stated before the mod is being restarted, and as such things arnt as complete as before. However, I do have some fresh pics of the terrain, though as you can see its in a WIP state.



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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Sep 11, 2006 2:51 am    Post subject: Reply with quote  Mark this post and the followings unread

The new stuff looks pretty cool.. just need to fix the palet.

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Mon Sep 11, 2006 3:37 am    Post subject: Reply with quote  Mark this post and the followings unread

The palette is fine, its the defualt stuff thats in there as a self checklist.

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Mon Sep 11, 2006 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, I got the first sides basic (but not weak) base defence. Its basicly a duel gattling cannon.

(I do see the slight messup with rotation speeds, but frankly I dont care. It wont hurt it ingame.)



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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Mon Sep 11, 2006 8:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you have some sort of Animation Graph editor in Cinema 4D? If you do, you'll probably see that the line on the graph is not straight. if you make it straight, it should fix up your spin problem.

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Mon Sep 11, 2006 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know, the problem is that I forgot how to correct that and have spent about half an hour looking. But I have a friend who know's so I'll ask him when her gets on msnm next.

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Mon Sep 11, 2006 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Rather fast to be making a new post, but seeing as its a pic...

Anyways, this is a slightly updated airpad for side one. Only noticable change for you would be the upgraded palette, making the dirt look less patchy. (That is if you were watching before I restarted.)



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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Sep 11, 2006 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very nice.

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Tue Sep 12, 2006 2:12 am    Post subject: Reply with quote  Mark this post and the followings unread

I like that turret! :p

Also im glad to see you are getting those cliffs ingame. looks good too!

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Tue Sep 12, 2006 4:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Droke wrote:
The palette is fine, its the defualt stuff thats in there as a self checklist.


.. that's what i meant..

Sorry my wording has been a bit off lately.

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Tue Sep 12, 2006 4:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Finished the fires. Smile

I have two other then this pic (and both loop better), but im too lazy to make another gif #Tongue



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Oshog
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Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue Sep 12, 2006 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Really nice.

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Thu Sep 14, 2006 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did a little work on the turret, nothing major though.



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Sep 15, 2006 11:02 am    Post subject: Reply with quote  Mark this post and the followings unread

well but if you aren't going to resize that cannon, when you'll convert it to shp, you can call it "major" Very Happy nice work though

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Denmon
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Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Fri Sep 15, 2006 11:34 am    Post subject: Reply with quote  Mark this post and the followings unread

you really gotta remake that pad...

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Zodiac
Gauss Rifle Trooper


Joined: 02 Feb 2006
Location: Svaynaq *Uses ROT13* The answer is: Finland!

PostPosted: Fri Sep 15, 2006 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Everything looks nice , especially the gattling cannon! Will it be able to shoot at ground and air units or only ground or air?

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Fri Sep 15, 2006 5:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Denmon - Whats wrong with the pad? I like how it looks.

@Zodiac - Ground only, if it could switch to a alt image when firing to the air, then it would be both.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Fri Sep 15, 2006 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

To make it both, use a voxel turret and a pivoting barrel.

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Fri Sep 15, 2006 5:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I will not be useing any voxel turrets. If I didnt like terrain so much I wouldent even use voxel vehicles. (But I want my cliffs)

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Fri Sep 15, 2006 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Main AT cannon for side one...



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Last edited by Droke on Fri Sep 15, 2006 7:45 pm; edited 1 time in total

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Zodiac
Gauss Rifle Trooper


Joined: 02 Feb 2006
Location: Svaynaq *Uses ROT13* The answer is: Finland!

PostPosted: Fri Sep 15, 2006 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks very great!

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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Fri Sep 15, 2006 8:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think you should use the big one #Tongue either way its sweet

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Fri Sep 15, 2006 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

There both the same... And seeing as its a 1x1 building... #Tongue

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Sat Sep 16, 2006 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Was bored, so I made a direction preview for the turrets...



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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Sat Sep 16, 2006 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, that is really, really nice! Smile

The texture is overused, but great nontheless!

I personally think this mod deserves to be placed in the alpha stage forum. Smile

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Sat Sep 16, 2006 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Smile

BTW, alpha is a testing stage, and the only stuff ingame til I make a second palette and correct the rotation is the terrain shots you saw #Tongue

Not a testing stage #Tongue

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Thu Sep 21, 2006 2:42 am    Post subject: Reply with quote  Mark this post and the followings unread

New version of the gates, they might be buildable, donno yet.



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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Thu Sep 21, 2006 3:40 am    Post subject: Reply with quote  Mark this post and the followings unread

.. coool!

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Thu Sep 21, 2006 5:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Made some walls...



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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Thu Sep 21, 2006 5:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Man I'd get confused as to where my gate's at...

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Thu Sep 21, 2006 5:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Its differnt enough for me :S

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Thu Sep 21, 2006 5:48 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah, i see it.. it's obvious... but it dfoesn't stand out, and i'm an idiot.. and those two just.. dont mix.

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Thu Sep 21, 2006 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

PWNGe Extreme, keep up the good work

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Sep 21, 2006 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

TS Like gates works bugly in RA2... and there is no way to fix that

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Zodiac
Gauss Rifle Trooper


Joined: 02 Feb 2006
Location: Svaynaq *Uses ROT13* The answer is: Finland!

PostPosted: Thu Sep 21, 2006 12:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

How do gates work bugly in RA2?

And BTW looks very nice , i think the gate does stand out very well.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Thu Sep 21, 2006 1:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gangster wrote:
TS Like gates works bugly in RA2... and there is no way to fix that

Not even Flat=yes in art.ini for the bottom part of the gate makes it work right? That really sucks.

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Thu Sep 21, 2006 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP?

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Sep 21, 2006 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well.. yes. unlike TS in RA2, gate image will ALWAYS hide unit. RP could help but i doubt that it will be implemented soon.

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THE Protagonist
Commander


Joined: 19 Apr 2006
Location: The Etto

PostPosted: Thu Sep 21, 2006 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

just make the gates contracting like this

- = gate
_ = opening

------------

----___----

--______--

----___----

------------

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Thu Sep 21, 2006 11:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

If it cant be done right then I'll simply leave them out of it.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Sep 21, 2006 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well idea like this should also work well.



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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Fri Sep 22, 2006 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Actualy I had that idea, but I'd rather do it right.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Sep 22, 2006 3:09 am    Post subject: Reply with quote  Mark this post and the followings unread

wow I love that gate idea Gangster! I say you try it, Droke!

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