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 Forum index » Other Projects » Alpha Projects » Command and Conquer: Rewire
In-Game Screenshots
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat Jan 17, 2009 12:49 pm    Post subject:   In-Game Screenshots Reply with quote

At this days I am working on convertion renders to SHP. And doind terrain as well.


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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Jan 17, 2009 12:58 pm    Post subject: Reply with quote

Stunning. Very Happy
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Jan 17, 2009 1:05 pm    Post subject: Reply with quote

Is this RA2 we're looking at? #Tongue
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areaSZ
Scorpion Sniper


Joined: 19 Dec 2004
Location: Korea,south

PostPosted: Sat Jan 17, 2009 1:14 pm    Post subject: Reply with quote

would you please use my titan lol
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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sat Jan 17, 2009 1:42 pm    Post subject: Reply with quote

your work Godlike Gangster. Surprised nothing better than TS with highter quality graphic. and you done it. Very Happy

i wonder how you work with texture,it look very similar compare with original!

can you show me closer view of render? please... Razz
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: A cup of hot socialist coffee

PostPosted: Sat Jan 17, 2009 2:00 pm    Post subject: Reply with quote

Make the damn CY to 4x4 already Razz
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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sat Jan 17, 2009 3:11 pm    Post subject: Reply with quote

I don't like the Hover MRLS very much, it needs some normals work done. The rest looks great.
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Jan 17, 2009 3:35 pm    Post subject: Reply with quote

IMO the Hover MLRS should be remade as SHP (since SHPs look better and their only downside is they can't tilt, which hover units don't do anyways)... Although I'm not sure whether anyone did a 32-facing hack for RA2 yet.
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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sat Jan 17, 2009 3:43 pm    Post subject: Reply with quote

Also, the shadows are inconsistent. The infantry shadows are pointing towards the southeast, while the power plants' shadows are pointing northeast.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: A cup of hot socialist coffee

PostPosted: Sat Jan 17, 2009 4:15 pm    Post subject: Reply with quote

The infantry (stupid Westwood, always messing up things like shadows) are what you need to change. Not the buildings.
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat Jan 17, 2009 9:22 pm    Post subject: Reply with quote

Thank you all. Your positive reaction is a best motivation resourse to me. Very Happy

Now i ll give some answers on you coments.

Quote:
Is this RA2 we're looking at? #Tongue

Yup. This is a YR engine pimped up with NPAE. It helps me to solve some problems with logic like:
EMP weapon and SW, Drop Pod SW, Hunter-Seeker SW, Beam weapon color, Multi-Engineer and Tech Level Slider. It even have a hack for Weeds logic (They are grow and can be harvested, but doesn't affect on gameplay yet). I have had some plans on RP2 but have no idea will it be better for this project. Alot of TS stuff doestn have any work arounds yet. Good example is Laser Fence or Firestorm Generator for GDI.



Quote:
would you please use my titan

Sertanly yes. I have planed to ask you for it. Very Happy

Quote:
i wonder how you work with texture,it look very similar compare with original!

can you show me closer view of render? please...


Seems you are not familiar with my models at all. Or have never downloaded my models for Tiberian Odysee. I am not using textures but materials only.
Anyway... this stuff doesnt looks any better in hi-res. It have been made to looks good as it now. Step left, step right and it start looking like pile of s*t Smile Belive me you are better in modeling than i.


Quote:
Make the damn CY to 4x4 already

CY have had a 3x3 foundation in TS. So it will be a 3x3 here in ReWire. For thouse who doent agree i have two options: a) go shot your self Very Happy or b) wait for a special patch that will go right after release of mod. It will contain some changes i have been asked all the time like changed foundations for some buildings, fully working Dropships, Flamethorwer weapon for Cyborg Commando, RA2 Style cameos and some others:)

Quote:
I don't like the Hover MRLS....
Also, the shadows are inconsistent...


Both have come directly from TS. But i ll try to do my best to fix it. Thanks for constructive critic. Smile

Aslo there is no hack for 32-face SHP Units for RA2. The rumors said that PD do know how to fix it but have no idea will he help ReWire project (.. and Reign of Steel too Smile ) or not.
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Tore
Plasma Trooper


Joined: 15 Jun 2006
Location: The way north

PostPosted: Sat Jan 17, 2009 9:55 pm    Post subject: Reply with quote

Looking good, but I think the flag in the barracks is a little to big. Can you make it a little smaller? Smile
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat Jan 17, 2009 11:39 pm    Post subject: Reply with quote

Is it? Confused
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Arikado
Jumpjet Infantry


Joined: 17 Dec 2005

PostPosted: Sun Jan 18, 2009 12:06 am    Post subject: Reply with quote

^
Considering that it is taller than the entrance of the barracks where fully armoured infantry, who are probably at the very least 6 feet tall, come out-- yeah, I'd say the flag is a little too big.
Also, it's missing a shadow. #Tongue
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Jan 18, 2009 12:55 am    Post subject: Reply with quote

Animations can't have shadows Sad .. as for size i ll make it little smaller.
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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Sun Jan 18, 2009 12:58 am    Post subject: Reply with quote

Gangster wrote:
Animations can't have shadows Sad .. as for size i ll make it little smaller.

This is a YR mod right? If so: animation can have shadow in Yuris Revenge, but not in TS.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Sun Jan 18, 2009 2:19 am    Post subject: Reply with quote

Gangster wrote:
Animations can't have shadows Sad

Yes they can. In both TS and YR. Nod Radar for example. Soviet Radar in YR as well. How long have you guys been modding these engines to still be making these kinds of mistakes!?
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Jan 18, 2009 3:02 am    Post subject: Reply with quote

Well.. this was not obvios. I have checked TS Barracks and TS Radars (You are wrong about Nod one btw) before do rendering of mine own ones. All of them have had no animated shadow for some reason.
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SDKH
AA Infantry


Joined: 22 Sep 2008
Location: Auckland, NZL

PostPosted: Sun Jan 18, 2009 4:25 am    Post subject: Reply with quote

This looks like a really good project. Cant wait to see more.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Sun Jan 18, 2009 4:52 am    Post subject: Reply with quote

Gangster wrote:
(You are wrong about Nod one btw)

That building was an example that I did not double check. The point is, you can have building animations (active, production, idle, damaged versions) all with shadows in both TS and YR. I should know since I had it working on the flag's shadow for the EBN Barracks in Taktics.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: A cup of hot socialist coffee

PostPosted: Sun Jan 18, 2009 7:16 am    Post subject: Reply with quote

Now that people pointed it out, the flag should indeed be a lot smaller. Look at this render made by David Potter, a WW employee.



See that tiny blue figure standing in the entrance? THAT's an infantry unit.
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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sun Jan 18, 2009 11:09 am    Post subject: Reply with quote

Maybe you should make the barracks 4x4 instead Gangster Very Happy

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areaSZ
Scorpion Sniper


Joined: 19 Dec 2004
Location: Korea,south

PostPosted: Sun Jan 18, 2009 11:11 am    Post subject: Reply with quote

24x24 ...
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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sun Jan 18, 2009 12:12 pm    Post subject: Reply with quote

Old stuff sucks hard.
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Jan 19, 2009 11:23 am    Post subject: Reply with quote

Wow Gangster!

Cant go wrong with you can we? Brilliant work my friend, absolutly brilliant...

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Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Mon Jan 19, 2009 6:43 pm    Post subject: Reply with quote

Excellent work, Borat (#Tongue).
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Jan 19, 2009 10:19 pm    Post subject: Reply with quote

CY now have new image. ..3x3.. Rolling Eyes

and PP turbines' coordinates now set correctly Smile

oh.. almost forgot to mention a road #Tongue


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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Mon Jan 19, 2009 11:02 pm    Post subject: Reply with quote

That road is SEXY! Also, lol, craters in the wrong palette.

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Julius Clonkus
Vehicle Drone


Joined: 01 Jul 2008

PostPosted: Tue Jan 20, 2009 1:17 pm    Post subject: Reply with quote

This is concentrated awesome, if this plays exactly like the original TS, then good job (altough you already did a good job at gfxing stuff)

But, since when does GDI have armed harvesters? Get rid off the war miner turret! Laughing
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: A cup of hot socialist coffee

PostPosted: Tue Jan 20, 2009 4:45 pm    Post subject: Reply with quote

Well, the new construction yard looks pretty good, even in 3x3 #Tongue
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Tartan Bunny
Flamethrower


Joined: 11 Feb 2007
Location: Australia

PostPosted: Thu Jan 22, 2009 2:00 am    Post subject: Reply with quote

Good work on the buidlings, but I can spot a few dodgy bits on the construction yard. The random light spots below the fans on the grey slot thingy should be removed, and the subtle shadow on the back bars should be lightened.

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007
Location: California, USA

PostPosted: Sat Jun 06, 2009 7:19 pm    Post subject: Reply with quote

*bump*

Gangster you said you came back a while ago but we have yet to see anything uber awesome #Tongue you must show us some of your latest work Very Happy
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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Sat Jun 06, 2009 7:25 pm    Post subject: Reply with quote

yeah, updates!!! This cool mod went so well what happend?
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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Jun 06, 2009 7:39 pm    Post subject: Reply with quote

Quote:
. Good example is Laser Fence or Firestorm Generator for GDI.

In RP2/Ares already #Tongue
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Jan 13, 2010 11:39 pm    Post subject: Reply with quote


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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Wed Jan 13, 2010 11:47 pm    Post subject: Reply with quote

Jesus H Christ. It's beautiful. However: The Component tower and Vulcan upgrade both lack a shadow and so does the flag on the barracks.
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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Unknown

PostPosted: Thu Jan 14, 2010 12:11 am    Post subject: Reply with quote

Component Tower is my concern I don't pay enough attention to shadows when the art's this good to notice details. Very Happy
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Jan 14, 2010 12:47 am    Post subject: Reply with quote

Lack of shadows is obvious IMO, but it is very nice.
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Jan 14, 2010 12:52 am    Post subject: Reply with quote

Oh my lord...

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Thu Jan 14, 2010 1:38 am    Post subject: Reply with quote

this make TS look like shit
are you going to create a new firestorm wall and laserfence?

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Thu Jan 14, 2010 1:59 am    Post subject: Reply with quote

Wow, looks nice! Which ones are originally made by me and later totally remade by you?

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Jan 14, 2010 6:01 am    Post subject: Reply with quote

Quote:
lack a shadow

it must be on its place. i need to find out what happened to it :\

btw does anybody can tell for sure, will turret's shadow work?

Quote:
are you going to create a new firestorm wall and laserfence?

already done. I did a fs wall and DonutArnold did a laser fence. However i want to see Ares released before i ll start convertering frames

Quote:
Which ones are originally made by me and later totally remade by you?


Concrete wall. I havnt use your Refinery because i have had my own already.

And if you could scroll screenshot you whould see a Nod player building yours PPs Smile
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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Thu Jan 14, 2010 8:32 am    Post subject: Reply with quote

turrets can have shadows but might look a bit silly if you can see the shadow on the ground but not on the component tower itself.
a workaround would be to include the component tower in the turret animation...
tis way you can have correct shadows on both, ground and tower.
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Jan 14, 2010 12:26 pm    Post subject: Reply with quote

Thanks, mate.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: A cup of hot socialist coffee

PostPosted: Thu Jan 14, 2010 3:09 pm    Post subject: Reply with quote

Quote:
The Component tower and Vulcan upgrade both lack a shadow and so does the flag on the barracks.


Also, should the wall have a visible shadow, or is it not tall enough? Oh, and you should add some dirt to it as well.

Other than that, they're all great!

How's the situation with infantry?
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Jan 14, 2010 5:32 pm    Post subject: Reply with quote

Nod outpost.





walls have shadow. they just cover it by itself. and dirt will be added.

as for infantry, i am using TS assets. and i am not going to do my own in near future.
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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Thu Jan 14, 2010 5:36 pm    Post subject: Reply with quote

Dear Gangster,

You remember that thread in the TS:AE staff?

Yeah...

Very Happy
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Jan 14, 2010 8:22 pm    Post subject: Reply with quote

Yeah.. Very Happy But i thought this is a TOP SECRET!!11
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Sleepwalker
AA Infantry


Joined: 13 Apr 2006
Location: No(r)Way

PostPosted: Thu Jan 14, 2010 9:33 pm    Post subject: Reply with quote

I usually do not care for anything but TS mods, but this is unbelieveably awesome. Can't wait for it to be playable.

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Tore
Plasma Trooper


Joined: 15 Jun 2006
Location: The way north

PostPosted: Fri Jan 15, 2010 11:12 pm    Post subject: Reply with quote

This is so epic I made a news post about it. Very Happy
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