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Venom Screenies
Moderators: Cranium
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Mar 03, 2011 3:32 am    Post subject:  Venom Screenies Reply with quote  Mark this post and the followings unread

screenshot #1
65% Venom Faction shown

Still working on updating some of the base textures and animations, fixed most of the blueoutline crap.



Venomingame.png
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Venomingame.png



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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Thu Mar 03, 2011 3:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I am very very impressed with your work, cranium.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Mar 03, 2011 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

daTS wrote:
I am very very impressed with your work, cranium.

You speak the truth. Cranium's work has improved a lot over the past time.

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Thu Mar 03, 2011 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is impressive work and Im looking forward to playing this mod

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iNs0MNiaC
Medic


Joined: 23 Jan 2011

PostPosted: Thu Mar 03, 2011 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Amazing..., but fix that damn airport already!! It's too dark and you know it.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Mar 04, 2011 12:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the great compliments, It's things like this that keep my drive alive. Wink


iNs0MNiaC wrote:
but fix that damn airport already!! It's too dark and you know it.


It's already on the "ThingsToFix" list.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Mar 04, 2011 3:22 am    Post subject: Reply with quote  Mark this post and the followings unread

update to VREFN =New delivery anim

and ConYard = changed a couple of textures



vrefn_anim.gif
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vrefn_anim.gif



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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Mar 04, 2011 9:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Is it really necessary that the anim lights up like that? It looks odd Confused

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Fri Mar 04, 2011 12:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

thats the best delivery anim I have ever seen

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Mar 04, 2011 3:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's cool although it shouldn't light up and the crate that carries the Ore kinda looks like Ore itself, magically floating.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Mar 04, 2011 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well my original thought was to have it glow like that to mimick glowing tiberium, so generally the light is generated by the tiberium. But I agree, it looks kinda odd. Maybe just have the tiberium itself glow and kill the rest of the lighting. What do you think?
Also, you think I should make the bail that the tiberium drops into have a glowing effect?

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Edge
Grenadier


Joined: 26 Oct 2003

PostPosted: Fri Mar 04, 2011 10:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks great. I think the problem is from everything lighting
up all at once without really knowing where it comes from. Making the bin
a different color than the ore would help as well.

Glowing Tiberium sounds good, lighting up the building as
it moves up, over and down.

Last edited by Edge on Fri Mar 04, 2011 10:55 pm; edited 1 time in total

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iNs0MNiaC
Medic


Joined: 23 Jan 2011

PostPosted: Fri Mar 04, 2011 10:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah have what the tib is dropped into glow.

@ Omega : Doesn't look like it's floating to me. Looks like it's moving along the rails...

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Mar 05, 2011 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

o.k. gonna apply different texture to tib bin, and make silo glow when tib is drop in. Also might slightly change the glowing affect on the rails.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Mar 05, 2011 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

iNs0MNiaC wrote:
@ Omega : Doesn't look like it's floating to me. Looks like it's moving along the rails...
Uhh no you missed my point. The tank which carries the Ore via the rails looks like Ore itself, floating without support. Ore isn't going to magically lump together so the container's colour should be changed.

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Sun Mar 06, 2011 11:07 am    Post subject: Reply with quote  Mark this post and the followings unread

If you want it to be glowing tiberium, shouldn't it be tiberium then and not ore?
Still, the glow is too bright.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Apr 18, 2011 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

New Lightning storm strikes.



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lightningStorm.gif



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