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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jan 15, 2014 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I second what Omega and Deformat say about the Nod Airfield(s). Best bet is ditching one of the towers, then they look a lit less repetitive.

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

PostPosted: Wed Jan 15, 2014 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have just noticed that there is a minor mistake:

the upper helipad steps on the other, see picture!



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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Wed Jan 15, 2014 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nod refinery has GDI attributes, by this I mean, the stripe color and the GDI pavement. Nod helipad is way too clean.

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Holy_Master
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Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sat Jan 18, 2014 8:23 am    Post subject: Reply with quote  Mark this post and the followings unread

any plan to put it to OpenRa? i heard they're working on TS right now maybe you can help them to make better version with this. :p

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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Wed Jan 22, 2014 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Must... Not... Rip... Very Happy

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat Feb 01, 2014 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

construction yards (wip)



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Holy_Master
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Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sat Feb 01, 2014 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

how about more remap? but however without crane i have no idea what to comment.

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Sat Feb 01, 2014 3:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't think it needs more remap... GDI one is pretty fine while Nod one could actually use less remap and some of those remap areas use more solid black look for Nodish outlining perhaps than just light grey.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Feb 01, 2014 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Despite being used to the original for both sides these two looks great IMO. Nod is just right as it is, I like the heavy amounts of remap.

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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Sat Feb 01, 2014 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

is new render for the game?....
mmmmm.... :/
no is real :'(

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Speeder
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Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sat Feb 01, 2014 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's a great approach.

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Sat Feb 01, 2014 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

IMO the pipes/smoke vents on the roof of the Nod version shouldn't be remap. They just look a bit odd being remap i think.

Great looking buildings none the less.

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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Sat Feb 01, 2014 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really like the art style. Also the clear distinction that GDI has edgy borders while Nod looks more round, organic and alien. The construction yard fit perfect to your architectural theme.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Feb 01, 2014 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really liked the TS style CY, but I guess these ones aren't too bad.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Feb 01, 2014 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I only miss the crane, but besides that, nice remake Smile

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Sat Feb 01, 2014 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looking good.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sat Feb 01, 2014 11:41 pm    Post subject: Reply with quote  Mark this post and the followings unread


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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Sun Feb 02, 2014 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread


UI concepts for Rewire
Dunno, I guess they look pretty crappy, I'm stuck with no ideas on how to design a UI that keeps the original TS style but looks more complex like RA2's, maybe someone has some ideas?
Even tho these are official concepts for Rewire, please keep the discussion about them in my thread.
http://www.ppmsite.com/forum/viewtopic.php?p=504088#504088
Thanks!

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Sun Feb 02, 2014 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

tomsons26lv wrote:

UI concepts for Rewire
Dunno, I guess they look pretty crappy, I'm stuck with no ideas on how to design a UI that keeps the original TS style but looks more complex like RA2's, maybe someone has some ideas?
Even tho these are official concepts for Rewire, please keep the discussion about them in my thread.
http://www.ppmsite.com/forum/viewtopic.php?p=504088#504088
Thanks!

Added you on Skype. I have some ideas.

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Team Black
Defense Minister


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

PostPosted: Sun Feb 02, 2014 2:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I like the red bars on the Nod sidebar, second from left. More of that would give it some flair

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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Sun Feb 02, 2014 9:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
I only miss the crane, but besides that, nice remake Smile


I believe that is an additional overlay.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Feb 21, 2014 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

loading screen concept



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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Fri Feb 21, 2014 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

And another load screen mockup



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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Fri Feb 21, 2014 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

sexy !

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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Fri Feb 21, 2014 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

awersome Very Happy

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Feb 21, 2014 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like the latter one better.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sat Feb 22, 2014 6:35 pm    Post subject:   Reply with quote  Mark this post and the followings unread

looking good!
like the second one better

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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Sat Feb 22, 2014 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

While working on the GDI loadscreen Gangster reminded me that RA2 has 8 players max and that means 8 load bars so i had to tweak both of the UI's.
The designs were loosely based on the UI's that can be seen in the FMV's



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TaShadan
Medic


Joined: 27 Mar 2014

PostPosted: Mon Mar 31, 2014 9:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks awesome! Did you ever think about porting this to OpenRA?

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Kamuix
Rocket Infantry


Joined: 02 Nov 2012
Location: Canada

PostPosted: Thu Apr 03, 2014 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like the construction yards 3X4 dimensions i see that could work

just don't use 4X4, for some reason 4x4 base buildings are just... too fat #Tongue

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Apr 04, 2014 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

TaShadan wrote:
Looks awesome! Did you ever think about porting this to OpenRA?


eventualy. yes.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Apr 04, 2014 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

small typo it's "retrieving" with ie.
None the less very nice work. Detailed, yet not too overloaded.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Fri Apr 04, 2014 11:09 am    Post subject: Reply with quote  Mark this post and the followings unread

wouldn't porting to openra just mean new ways of coding
to me it looks just too messy comparing to ts/ra2 ini

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Apr 04, 2014 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
wouldn't porting to openra just mean new ways of coding
to me it looks just too messy comparing to ts/ra2 ini


Our team member KatzSmile have offered me a full support in future porting RW if needed.
We also have discussed a possibility of creating new IP:


Openra was initially designed for mods and modding. It's unusual to have traits instead tags but in the end it feels more flexible than YR.
Plus here a full 24bit RGB support with Alpha channel, via PNG in future.
And ability to code all required but missing logic with C#.



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Kamuix
Rocket Infantry


Joined: 02 Nov 2012
Location: Canada

PostPosted: Mon Apr 07, 2014 3:18 am    Post subject: Reply with quote  Mark this post and the followings unread

I have a question Ganster, are you or are you planning to recreate all the campaign maps as a part of the mod? I just want to say imp.. I wouldn't putt much effort towards that because that would take a long time to do and the mod release date off much further. It wouldn't hurt for example to make the first 3 GDI and 3 NOD campaign maps for just the 1st or a custom campaign maps, this is JUST my opinion i'm not trying to push anything.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Apr 07, 2014 10:42 am    Post subject: Reply with quote  Mark this post and the followings unread

wip renders of obelisk and emp



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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Mon Apr 07, 2014 10:59 am    Post subject: Reply with quote  Mark this post and the followings unread

*drolls*

oh lord why didn't TS come so nice !?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Apr 07, 2014 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Beautiful. I recommend you render the EMP turret as a voxel, as the SHP turret is fixed in a certain angle and looks weird depending on how far you shoot the ballistic projectile. Same applies to the Laser Turret, although the problem is not so visible there I believe (unless you build it on a cliff or so).

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TaShadan
Medic


Joined: 27 Mar 2014

PostPosted: Mon Apr 07, 2014 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Awesome new stuff!

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Mon Apr 07, 2014 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Beautiful. I recommend you render the EMP turret as a voxel, as the SHP turret is fixed in a certain angle and looks weird depending on how far you shoot the ballistic projectile. Same applies to the Laser Turret, although the problem is not so visible there I believe (unless you build it on a cliff or so).


Buildings can't be built upon cliffs. Voxel turrets are not so detailed and I would use shp turrets unless it's something that can change it's angle a lot.

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What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Apr 07, 2014 12:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Parasite03 wrote:
Buildings can't be built upon cliffs. Voxel turrets are not so detailed and I would use shp turrets unless it's something that can change it's angle a lot.


Have you observed the EMP cannon in TS? Yes, the angle at which the projectile flies of depends on how far you shoot with the thing. The voxel turret turns accordingly around the horisontal axis.

By cliffs I meant building next to a cliff tile, i.e. on a hill, so that the laser turret is shooting down in a deep angle.

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Tue Apr 08, 2014 2:28 am    Post subject: Reply with quote  Mark this post and the followings unread

SHP turret just looks better if you ask me. I don't nearly mind it as much if it doesn't move like a voxel turret.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Apr 08, 2014 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Firing to be exactly can be done with SHP Turrets IF you make sure the Turret is absolutely centered.

Otherwise I kinda prefer SHP Turrets if given the choice. The only reason you'd use Voxel Turrets is if you want the funky "rotating" Barrels like the Gatling Cannon,A Turret on a non-symmetrical building (I.E: The Tech Outpost) or the Recoiling Barrel of the Grand Cannon

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Apr 08, 2014 7:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Are there any tags in YR that can control the maximum arc of a projectile?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Apr 08, 2014 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Firing to be exactly can be done with SHP Turrets IF you make sure the Turret is absolutely centered.

non-centered SHP turrets can be done and work perfectly fine too. Wink
Only on units they have to be centered, on buildings you are free to place them anywhere.

In case of the EMP cannon, a voxel turret (or more precise voxel barrel) that is capable of tilting is in this case indeed preferable. And the TS EMP voxel turret wasn't that bad looking too.

Orac wrote:
Are there any tags in YR that can control the maximum arc of a projectile?

Something i really miss in TS (and RA2) is the opportunity to create a fixed firing angle and then have the weapon change the projectile speed according to the range.
The game only allows a fixed projectile speed and then changes the firing angle to match the range.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Apr 08, 2014 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

The EMP cannon SW doesn't work in RA2, so are you going to make it like a defence with a long reload, or are you just going to wait & see if the logic is added to Ares in the future?

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Apr 08, 2014 1:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig, currently I use both listed methods. Generic Warhead for human emp cannon and base defense version for AI.  I will replace GW SW as soon as Alex release EMP cannon SW.

Regarding voxel turrets. Thanks for suggestions but...
Not going to happen. I am not a voxeler. I can't make voxels,
I hate working with voxels.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue Apr 08, 2014 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

not to mention... who in the world ever observes EMP turret fireing ?

user is mostly busy to watch the map and aim+shoot #Tongue

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Apr 08, 2014 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
not to mention... who in the world ever observes EMP turret fireing ?

user is mostly busy to watch the map and aim+shoot #Tongue


People with big enough monitors? You don't shoot the EMP that far, most of the time.

Gangster, there is at least a 3ds-to-vxl conversion tool somewhere, I've seen it produce very good results. It's just a suggestion, but if you do convert it and think it needs fixing/editing, I can help with the voxel.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Apr 08, 2014 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Someone correct me if I am wrong, but I am pretty certain that the whole voxel turret/barrel automatic angle adjustment logic does not exist in RA2/YR, and because of that, SHP turret is a better option for buildings since voxel turret wouldn't offer any benefit over it in most cases.

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