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Screenshots
Moderators: Reaperrr, red_rebel
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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Thu Nov 06, 2003 10:43 am    Post subject:  Screenshots Reply with quote  Mark this post and the followings unread

Alright, here are some screenshots from the newest beta of the mod. Still lot of stuff to do (especially for buildings), but it's progressing.

I'll add more screenshots later.

Here we go:



scrn0026.jpg
 Description:
screenshot from a skirmish game nod vs nod
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scrn0026.jpg



scrn0001.jpg
 Description:
a screenshot showing some GDI stuff
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scrn0001.jpg



snap13.jpg
 Description:
New art for ion cannon beam
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snap13.jpg



cursors.jpg
 Description:
Special action cursors (superweapon targeting and deploying)
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cursors.jpg



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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Nov 06, 2003 10:59 am    Post subject: Reply with quote  Mark this post and the followings unread

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 Wink

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Nov 06, 2003 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Nov 06, 2003 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

you can download that Nod buggy from most RA2 modding websites

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Thu Nov 06, 2003 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Thu Nov 06, 2003 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Wink


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 Wink )

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.

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Thu Nov 06, 2003 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Buggy looks great
Command Center looks cartoony
Ion cannon is worse

Also instead of makeing the infantry and tanks smaller make the buildings bigger.

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Fri Nov 07, 2003 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Fri Nov 07, 2003 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

i did said to get the resized versions of the RA2 infantry from a package which could be downloaded at Savage War.

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Sat Nov 08, 2003 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I ment the RA2 units. How will the Airstrip work? and the airstrike?

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IHM
Light Infantry


Joined: 27 Oct 2003

PostPosted: Sun Nov 09, 2003 12:17 am    Post subject: Reply with quote  Mark this post and the followings unread

i think the black lines look cool around the stuff, good look man

also how will you do the air strip

and lastly

FireStorm wrote:
i did said to get the resized versions of the RA2 infantry from a package which could be downloaded at Savage War.


i cant download the package, can you upload it here please.[/quote]

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Mon Nov 10, 2003 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

answer my questions

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Mon Nov 10, 2003 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon Nov 10, 2003 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I actually doubt both these 2 things are possible in TS.

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Sun Nov 16, 2003 6:47 am    Post subject: Reply with quote  Mark this post and the followings unread

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...

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Sun Nov 16, 2003 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

eh??? physicalsize=.5 does not work... AFAIK

if the physicalsize= thingy works you wont have to resize .SHPs Infantry from RA2 for TS... Confused

the tag does nothing in TS, i think.... it works in RA2 for Transport use...

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Mon Nov 17, 2003 1:53 am    Post subject: Reply with quote  Mark this post and the followings unread

... oh... I thought I got it to work... maby I was wrong and thought I was right...

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snake-aries
Civilian


Joined: 19 Nov 2003
Location: st. george

PostPosted: Thu Nov 20, 2003 10:30 am    Post subject: Reply with quote  Mark this post and the followings unread

excelent

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Mon May 24, 2004 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Jokeman
Soldier


Joined: 28 Apr 2004
Location: Vienna (Austria)

PostPosted: Tue May 25, 2004 12:52 am    Post subject: Reply with quote  Mark this post and the followings unread

i know... but i don't like it very much
it looks like a cheap tattoo Very Happy

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Natus
Rocket Infantry


Joined: 12 Sep 2003
Location: In my own little world

PostPosted: Tue May 25, 2004 10:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Class stuff. I notice your using the RA2 Allied barracks, why not use C&C Jacks ones?

Have a looksee.



barrackscncjack.JPG
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barrackscncjack.JPG



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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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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Tue May 25, 2004 11:39 am    Post subject: Reply with quote  Mark this post and the followings unread

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)

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Natus
Rocket Infantry


Joined: 12 Sep 2003
Location: In my own little world

PostPosted: Tue May 25, 2004 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, just seeing if i could be of help. Wink

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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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