But how's come even if I place all the slopes with my slope pieces the ramp fixes still show up ingame when they shouldnt?
The game automatically replaces incorrect slope pieces with the fix pieces. Thus you can't place some slopes in FinalAlert without the engine changing them (although in RA2, the slope pieces and the fix pieces are graphically identical). _________________
So I was bored from other stuff and fiddled around and came up with these. I dont know why I chose this texture cause these colors arent even in my mod. Maybe I'll make a seperate set of cliffs for these.
Poles and voxels are sexy, frankly. I think the jeep should be smaller though. Railroad track bothers me because the wood bars inside it are white. Other than that.... good. good stuff. _________________ Victory! QUICK_EDIT
The white you see there isn't the wood rails, those are stones that are in between them. I'm making some under the track terrain tiles to compliment it a little better. They'll look pretty cool when they are done.
I'm probably gonna make it to where the poles are spaced out a little further too. I think they are to close together. QUICK_EDIT
I started making this NukeExplosion in 3dsMax, and I was making it from a video tutorial that I found on BING Video, But for some strange reason when I just went to finish it up, the damn video tut wasnt there anymore. If this looks familar to anyone, and you know what video tut I'm referring too, could you please post me a link to it, it would be very appreciative.
Its in wrong angle apparently, else potential work there. only 3dsmax tut for nuke seems to be still up and actually is youtube vid in several parts. QUICK_EDIT
@Allied General, I dont recall reordering any of the overlays, but I'll check just to make sure.
About the Nuke, dont mind the angle, it was just a render to use for this topic.
I took another look on bing video and still wasnt there, so I headed on over to youtube and after a little bit I found them. This time I book marked them. QUICK_EDIT
You really think so?, here's some other views. You dont think this would work? Hmmm, I actually thought about making it a DeployToFire= type vehicle, maybe using a wo for alt image with extended support legs when attacking. Though not sure what I'm doing with it right now.
Posted: Sat Nov 20, 2010 12:34 pm Post subject:
vrs
That is disgusting, I wouldn't want to see a patrol on them coming at me. Does it have a Hemi? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Just because somebody has shp units dosent mean the map terrain has to be flat. Yeah they have a ugly way of climbing slopes, but the level of detail of the shp vs slope positioning compensates for it, IMO. And besides, this new unit has to be shp anyway, it way exceeds the amount of kb's that .3ds will allow for exporting. But thats o.k., cause 90% of my mod is shp anyway. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
I would never make a trade off for ugly slope climbing vs super detailed orgasmic shps. The shp would look nice and make my eys pop out but once I would see it go up a hill and look like it's trying to teabag the terrain constantly I would probably like the mod 3/4 less.
I would never make a trade off for ugly slope climbing vs super detailed orgasmic shps. The shp would look nice and make my eys pop out but once I would see it go up a hill and look like it's trying to teabag the terrain constantly I would probably like the mod 3/4 less.
Unless the shp is a mech ofcourse.
It's not about what you would do, this is Cranium's mod thread and about what he is doing. You have already established that you dislike the trade off, no point trying to change what Cranium set his mind to and what the majority seems to support.
Anyways, keep it up Cranium, very nice models. Model needs more remap and texture variety though imo :p QUICK_EDIT
Yep, mod's going to still be mostly .shp except for a small fraction of things that absolutly needed to be .vxl for certain reasons like this here new big gun "which I wasnt going to show" will replace the gtgcan and turret needs to be vxl for animated turret reasons.
and thanks for the comments guys
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The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Now all I need to do is wait for Ares to implement Aircrafts as .shp's and things will be awsome.
Holy shit man. With those skills you could become a 3D artist, work in Hollywood and become stinkin' rich. _________________ Ponies are not awesome. Kill all bronies with fire. QUICK_EDIT
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Tue Dec 07, 2010 2:19 pm Post subject:
I also like the turret.
I think It might look good with one of those armor plates found on WWI era cannon... maybe. It also might look terrible. Just a thought though. _________________
can we see an ingame of this turret? It's hard to judge it from this angle
I have a few more things to finish up on it first before I can make it game ready. I'll post it as soon as it's finished. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
making a tank buster to add to venoms arsenal. Still wip, and has alot of work left. But this thing is gonna pack a punch on any tank armor! you dont wanna be on patrol and come face to face with a couple of these monsters.
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The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Well, things have kinda gone in a different direction. Even though .shp units look really nice ingame and can utilize some stellar anims/graphics, thier overall performance hasnt really impressed me at all. Though some units will remain .shp the majority will now be converted to vxl. So tonight I started the precess of converting. these are the first 5 to make it into game. And although I really suck at voxeling, these dont look to bad via 3ds2vxl. All have working turrets, firing anims via weapon, and cameos are done too.
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The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Looks ok it just needs to look like its mushrooming out rather than simply getting bigger. If possible I'd add some kind of smokiness to the edge so it doesn't look quite as unnatural. You can also spot the fireball under the smoke ring at the beginning. QUICK_EDIT
I'm working on it. I still have to add a couple more stages to it. Ring "Shockwave", smoke, and some debris flying around. The end result should be beautiful _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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