IIRC the buggy is done by Godwin, and you should d/l the pack where someone resized all the RA2 infantry to TS size, it should help you out, the pack is located at Savage War. _________________ ::TSR Home-Grown Vxl Maker::
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Thu Nov 06, 2003 3:48 pm Post subject:
SMIFFGIG wrote:
looks good
however I think u should remove the black outline on some of the new structures
it makes them look cartoony rather than how they looked in TD
Agreed, me and the other guy who's freshing up them also think so, but he hasn't been online for almost 2 weeks now.
But it will be changed, I hope he'll be back soon.
The DvD wrote:
Yes but the rest look VERY promising... how did you do the brilliant buggy??
And btw, the GDI tanks voxels need to have Normals i think
Yes, the buggy is the one from Godwin. It bases very much of the Renegade buggy, but it's truly great work (actually that's why I used it instead of making an own voxel )
And yes, many of my voxels need a little normal improving and texturing;
but I made most of them from scratch and I'm not that experienced at texturing, and as far as I remember, when I made the GDI tanks the flyby normals for ts where still version 2 not 3, so I used ra2 normals.
And in the past weeks I just concentrated on the buildings, some other 2D art and sounds. I want to have everything in-game first before I start tweaking the voxels. QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Fri Nov 07, 2003 4:18 pm Post subject:
TerroR wrote:
Buggy looks great
Command Center looks cartoony
Ion cannon is worse
Also instead of makeing the infantry and tanks smaller make the buildings bigger.
We're aware of the look of some buildings being too cartoony, will fix that.
But could you explain what you mean with "Ion cannon is worse"? Worse than what?
Also nobody said anything about making the infantry smaller.
And making the buildings bigger would surely look better, but for example the power plant image wouldn't fit into 2x2 cells anymore if it was made bigger, and who wants a cheap powerplant need as much space as the temple of nod or the construction yard? This could have a negative impact on gameplay, also the most left and most right cell of a p. plant at 150% size would look empty but be impassable (already tested that). And most buildings are already resized. QUICK_EDIT
i did said to get the resized versions of the RA2 infantry from a package which could be downloaded at Savage War. _________________ ::TSR Home-Grown Vxl Maker::
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Nov 10, 2003 1:57 pm Post subject:
TerroR wrote:
answer my questions
sorry, wasn't online this weekend
TerroR wrote:
I ment the RA2 units. How will the Airstrip work? and the airstrike?
For the airstrip, I have something in mind, but I have to test it first, will do that the next few days.
atm I'm not sure how to do the airstrike; in TD it was only available in singleplayer or if you found crates; making the AI attack with bombers is no problem, but making it a suprweapon is tricky. I'll try to find a solution, but I can't guarantee anything. QUICK_EDIT
Joined: 14 Sep 2002 Location: Las Vegas, Nevada, United States of America
Posted: Sun Nov 16, 2003 6:47 am Post subject:
hey forget resizing the infantry with some pack... just us the
PhysicalSize=.5 or smaller... and I assume you are going to make all the units smaller so that they are more like TD... which is something I've always liked was the smaller infantry, cuz they looked like they could actually fit in the vehicles around them.
As for the airstrike... I think you could... but it would have to spawn out of thin air... _________________ Formerly active PPM modder (maps, voxels, sprites) and Webmaster of C&C Central in the early 2000's on the Origin/Revora network. QUICK_EDIT
Joined: 14 Sep 2002 Location: Las Vegas, Nevada, United States of America
Posted: Mon Nov 17, 2003 1:53 am Post subject:
... oh... I thought I got it to work... maby I was wrong and thought I was right... _________________ Formerly active PPM modder (maps, voxels, sprites) and Webmaster of C&C Central in the early 2000's on the Origin/Revora network. QUICK_EDIT
Joined: 12 Sep 2003 Location: In my own little world
Posted: Tue May 25, 2004 10:22 am Post subject:
Class stuff. I notice your using the RA2 Allied barracks, why not use C&C Jacks ones?
Have a looksee.
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_________________ AI
Empire Earth: The AI doesn't build their bases in a logical fashion, but has superb offensive and defensive capabilities.
Red Alert 2: The development team was stoned during this part of the programming.
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Tue May 25, 2004 11:39 am Post subject:
Natus wrote:
Class stuff. I notice your using the RA2 Allied barracks, why not use C&C Jacks ones?
Have a looksee.
The screenshots are old, Jokeman is doing an excellent job remaking the TD buildings.
The problem with C&C Jacks barracks is that it was made for ra2 and would need to be resized. Also Jokeman has finished the GDI barracks (haven't seen them yet, will look at them within the next few hours) QUICK_EDIT
Joined: 12 Sep 2003 Location: In my own little world
Posted: Tue May 25, 2004 6:35 pm Post subject:
Ok, just seeing if i could be of help. _________________ AI
Empire Earth: The AI doesn't build their bases in a logical fashion, but has superb offensive and defensive capabilities.
Red Alert 2: The development team was stoned during this part of the programming.
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