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Nod Buildings
Moderators: Gangster
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Jun 06, 2008 9:38 pm    Post subject:  Nod Buildings Reply with quote  Mark this post and the followings unread

Brotherhood of Nod. Buildings.


Nod Construction Yard


Nod Power Plant



Nod Advanced Power Plant



Nod Tiberium Refinery



Nod Tiberium Silo



Hand of Nod


Nod War Factory


Nod Radar


Nod EMP Cannon


Nod Laser Turret


Nod Missle Silo

...

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Last edited by Gangster on Sun Jan 10, 2010 11:24 am; edited 8 times in total

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Jun 06, 2008 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Surprised

Madness, Gangster, this is why i love you so much Very Happy

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Fri Jun 06, 2008 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Soooo sexy; great remakes Wink.

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sat Jun 07, 2008 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Ohoh! I like the Adv. PP very much. Put this into vanilla TS! #Tongue

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jun 07, 2008 6:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Gangster puts EA and Westwood to shame.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Jun 07, 2008 8:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Hot damn. Please remake all TS buildings, and make a quick mod for TS ^_^

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Jun 07, 2008 9:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Woot! Me likey Approved

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sat Jun 07, 2008 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

that´s some pretty-titty work there =)

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just a simple logo by bricks @ raminator, on Flickr

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Suiseiseki
Commander


Joined: 06 Oct 2003

PostPosted: Sat Jun 07, 2008 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

ztyping lovely, them.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat Jun 07, 2008 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ouch... this is a YR +patches mod. What TS mod you are talking about? #Tongue



BTW.. i am looking for voxeler. if some one want to give a try - PM me ^_^

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Suiseiseki
Commander


Joined: 06 Oct 2003

PostPosted: Sat Jun 07, 2008 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gangster wrote:
Ouch... this is a YR +patches mod. What TS mod you are talking about? #Tongue



BTW.. i am looking for voxeler. if some one want to give a try - PM me ^_^


I love that, I remember long ago trying to recreate it and finding it a bitch.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jun 07, 2008 7:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Gangster puts EA and Westwood to shame.


You're one Talented guy.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sat Jun 07, 2008 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good stuff, I love it. (even tho I didn't really care for TS style)

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Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sat Jun 07, 2008 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

If I'm not wrong, these are all DonutArnold's models, no?

Still, your combined work is amazing.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat Jun 07, 2008 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gosho... indeed some of Nod models have been originaly done by Donut and refined later by me: Power Plant, Tiberium Silo.... and others that will be shown here later:P

Suiseiseki Actually yes. That was not easy.. but this is not a hardes building Sad i am worrying about Tech Centre

Last edited by Gangster on Sat Jun 07, 2008 9:14 pm; edited 1 time in total

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CalChillin
Missile Trooper


Joined: 23 Oct 2007

PostPosted: Sat Jun 07, 2008 9:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

execent i wish i had that skill

i'll definitely be downloading this mod when its out Very Happy

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Jun 08, 2008 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread

*waits for Temple*

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DeathMummy
Rocket Infantry


Joined: 07 Apr 2007
Location: Turn Around.

PostPosted: Sun Jun 08, 2008 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

He had me fooled...i thought this was TS mod!!
Utterly brilliant!
(Show's i havn't seen any of this stuff yet #Tongue)

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CalChillin
Missile Trooper


Joined: 23 Oct 2007

PostPosted: Sun Jun 08, 2008 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
*waits for Temple*


Can't wait

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Jun 12, 2008 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

And while i am working on temple of Nod. Let me show stuff we have already done.



ah, yes, almost forgot.. about showing models itself.. i'll upload few for reseach soon

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Suiseiseki
Commander


Joined: 06 Oct 2003

PostPosted: Thu Jun 12, 2008 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

pretty shiny, any chance of seeing it rotate?

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Fri Jun 13, 2008 4:32 am    Post subject: Reply with quote  Mark this post and the followings unread

It must rotate or PPM will be your spectre and haunt you #Tongue

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Fri Jun 13, 2008 4:50 am    Post subject: Reply with quote  Mark this post and the followings unread

very interested to see who the voxeler will be for this great project, whoever it will be should definately be able to compliment gangster's fantastic buildings with their own fantastic voxels, good luck to you on this mod gangster its all looking quite great

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Aug 10, 2008 8:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Finaly have found time to put some updates here



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Aug 10, 2008 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

as always great work.
though the emp looks a bit less detailed than the other buildings. the red turret part is a bit plain and the cannon quite small imo.

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5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sun Aug 10, 2008 9:56 am    Post subject: Reply with quote  Mark this post and the followings unread

wow man. That's some seriously impressive work.

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sun Aug 10, 2008 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm...

I'm sure:

"The silo doors are closed! This is suicide! *Kaboom*" does not exist? #Tongue

Very impressive work.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Aug 10, 2008 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Out-standing! Excellent work, though as LKO said, the EMP Cannon seems less detailed than the rest of the structures you've made. Overall, fantastic work. Smile

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Aug 10, 2008 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Personally, I think all of the buildings are perfect. Even the EMP.

Gangster, are you going to make one for GDI too, or will you follow the original plan of Nod-only EMP cannon?

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Aug 10, 2008 5:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Gangster, are you going to make one for GDI too, or will you follow the original plan of Nod-only EMP cannon?


Well..How do you want it to be? And not only EMP. I d like to hear your opinion about Refineries, CYs, light infantry and other stuff.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Jan 08, 2010 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Double post. Sorry.

Ahem! Guys!
Most beautiful (too me) Nod building. THE War Factory!
Cheers Donut Very Happy. Good job!


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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Jan 08, 2010 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

They're all pretty sweet. I, personally, love the EMP cannon and HoN, but the WF is great too..

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Jan 08, 2010 10:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

The WF is so I ztyping great, I want it to TS immediately!

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Fri Jan 08, 2010 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

WOW! =))

It's so clean!But you forgot the windows on the top of the door.

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Lost Relic[mod]
Lost Relic[game]

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Jan 08, 2010 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

heh dont worry. it looks clean on clear ground but dirty on pavements Smile

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Jan 08, 2010 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some awe right there.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat Jan 09, 2010 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Again WF. Now with windows above doorway, just like on WW consept.

Good or drop?



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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sat Jan 09, 2010 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

GOOOOOD!!

I just had an idea. How about adding white lines. That way it will look like there are fluorescence lights inside.



dffgd.png
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Lost Relic[mod]
Lost Relic[game]

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Jan 09, 2010 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
That way it will look like there are fluorescence lights inside.


A good idea. Don't forget to make them flicker when the factory is damaged Wink

Though, I'm not sure if the black beneath the girder frame is supposed to be a transparent...I thought it was the colour of the roof... :S

There could also be some rotating lights, like in the side of the Con. Yard, to help people see that they actually are windows and not steel panels #Tongue

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Jan 10, 2010 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Nah. IMO War Factory is okay as is now.

and..


Another DonutsArnold's creation. This time almost without editing : )


Base defences on line!


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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sun Jan 10, 2010 11:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Well,ok. I do thought it would look more alive that way. Sad

New model. Do like.

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Lost Relic[mod]
Lost Relic[game]

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Jan 10, 2010 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

In game, when there will be alot of blinking, acting stuff besides WF itself, it will looks perfect. Trust me Smile

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sun Jan 10, 2010 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok.

Btw, will units be shp or voxel?

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Lost Relic[mod]
Lost Relic[game]

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Jan 10, 2010 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont have a sort answer.

I do like voxels because of it simlisity, but i dislike how YR render it comparing to TS.

If i ll release it on YR+Ares platform then definatly voxels. Of corse can't mention that i have had a plans on yours Lost Relic Engine, but i dont know will it be a able to simulate TS logic or will you add a voxels support.

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sun Jan 10, 2010 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well. TSLR engine shouldnt have voxel support. We thought of making slopes and enable shp units to drive on them properly. But, then there should be like millions of unit facings, on those slopes. Thats tonns of work only on one unit. So slopes will be removed.

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Lost Relic[mod]
Lost Relic[game]

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Sun Jan 10, 2010 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

vefbl4 wrote:
So slopes will be removed.


What will be instead? Will rising above cliffs work in a slightly different way?

Like this except that the edges won't look like "a knife cut through"?


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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Jan 10, 2010 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I expect the cliffs will just be flat graphics like TD/RA1 etc.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Jan 10, 2010 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hm. yeah, as people have noticed RAII will not use a voxels or slopes but..
Why you not keep slopes and add voxels? Imagine.. all this kewl grafix above and your code..
WE COULD RULE THE WORLD!!! :O

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sun Jan 10, 2010 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

my mod use full shp and i have no problem with slopes. my beta tester [4 people] don't have any problem with it either. Gangster you can try if you want . Smile

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Jan 10, 2010 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

yup! i want to try your mod Smile

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