Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Tue May 11, 2004 4:41 pm Post subject:
Screenshots 2
Ok, here they are, some schreenshots showing some buildings Jokeman made for my mod.
one shows the powerplant, the advanced powerplant and the GDI weapons factory (you cannot see this at the screenshot, but it even has a door animation )
the other one shows the powerplants again, also the airfield and the temple of nod.
some of the buildings might need some final pixel-fixing, but that's a matter of a few hours.
ignore the other stuff you see on the pics, i'm still fooling around with some things
unfortunately there won't be updates for 1 or 2 weeks, since Jokeman doesn't have time to work on more buildings the next few days, but this mod is so long in the works now so 2 weeks delay don't make any difference, also I still have some voxeling to do (*hinthint* )
SCRN0006.jpg
Description:
nod temple, airfield and the powerplants again.
Filesize:
208.61 KB
Viewed:
22833 Time(s)
SCRN0000.jpg
Description:
power plant, adv powerplant and gdi weap fact.
Filesize:
190.96 KB
Viewed:
22833 Time(s)
Last edited by Reaperrr on Wed May 26, 2004 4:33 pm; edited 1 time in total QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Tue May 11, 2004 6:32 pm Post subject:
-Apocalypse- wrote:
Nice, but your voxels (...) needs more details.
I know. However, this does not automatically mean that it will be fixed
-Apocalypse- wrote:
Nice, but your (...) buildings needs more details.
I'm happy to get ANY buildings AT ALL, as long as they look better than the original ones. The temple, the airfield and the weap factory don't need more details imo, the powerplants eventually need a slightly more detailed texture, but that's it. the other buildings are only placeholders.
and animations come later.
-Apocalypse- wrote:
How do you intend the airfield animation to work? Since as far as i know you cant realy make and airplane come and drop an unit like in TD.
Got some ideas, just was too lazy to test them yet. But I won't tell you until I either got it working or not QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue May 11, 2004 8:01 pm Post subject:
Superb job from you both!
The voxels still needs some details, true, specially the harvester... but buildings are fine, except for the GDI barracks. I also like the new tiberium... great looking . _________________
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Joined: 10 Aug 2003 Location: Laughing at Donald Trump in a rather flat place
Posted: Wed May 12, 2004 2:17 am Post subject:
I love that temple!
The warfactory is also good.
However, you need to get a new image for the refinery. _________________ Tiberian Station
Image guy on the Dune Sun\
- Peace - Through - Wossname - QUICK_EDIT
i'm happy to see, that you like my buildings...
when i've finnished all buildings, i intend to add some animations... light FX and so on
i think, that will give the buildings more detail
but step by step QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Thu May 13, 2004 10:48 am Post subject:
Banshee wrote:
Superb job from you both!
thx
Banshee wrote:
The voxels still needs some details, true, specially the harvester...
No, I'll either use the one from the renegade voxel packs or make a new one in TD not Renegade style. We'll see.
Banshee wrote:
but buildings are fine, except for the GDI barracks.
hehe, read more carefully
I wrote you shall only look at the powerplants, the airfield, the temple and the weap factory. the other one have not been made by jokeman yet, they're just resized td (or in case of barracks ra1) images.
Banshee wrote:
I also like the new tiberium...
I too
to the topic of voxels: you all have to believe me, the normals are at least close to perfect on most of the voxels. It's only the poor textures that make - especially the GDI ones - look like if this was not the case. And yes, I'm trying too improve that, but my strength is giving the voxels a good shape, not a good texture.
If anyone has some decent skills in voxel section editor II/III, feel free to sign up. If not, I can't guarantee for anything QUICK_EDIT
Joined: 12 Sep 2003 Location: In my own little world
Posted: Thu May 13, 2004 6:40 pm Post subject:
Wonderful mod, i love TD, ive only got it on Sega Saturn so this would be class. _________________ 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.
Thought you might be intrested, i have made a TS version of the TD construction yard in 3ds max. Might save you guys some work. I've got the normal animation and the production animation finished, i'm working on the undeploy anim. Anyway, here's a large scale rendering: (Note that it is a combination of the in-game TD graphics, the construction yard unfolding movie and a bit of my own imagination)
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sat May 22, 2004 2:08 pm Post subject:
DJFreestyler wrote:
Thought you might be intrested, i have made a TS version of the TD construction yard in 3ds max. Might save you guys some work. I've got the normal animation and the production animation finished, i'm working on the undeploy anim. Anyway, here's a large scale rendering: (Note that it is a combination of the in-game TD graphics, the construction yard unfolding movie and a bit of my own imagination)
hell yeah, of course i'm interested
looks awesome
talk to jokeman, he's handling all the building stuff. QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Tue May 25, 2004 11:10 pm Post subject:
lol, I realize I should have called this topic "Screenshots 2", because there are 2 topics with the same headline now...
Anyway, Jokeman has finished another bunch of buildings, expect some screenshots for tomorrow (Hand of Nod, GDI barracks, Nod obelisk, Adv. Guard tower, tib silo, servince depot and sam site) QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed May 26, 2004 5:20 pm Post subject:
Great job! I like the new graphics, specially the obelisk... The GDI barracks is not as good as the other buildings because it still has a light cartoonish look... not much cartoonish, but it doesnt have the same...errr... 3D from the other buildings, if you know what I mean . But the advanced tower is excelent too and I also like the radar. The bike also needs some recolouring to fit the Nod colour... In short, excelent job and I'll be willing to play it whenever you release it . _________________
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Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Wed May 26, 2004 7:44 pm Post subject:
Banshee wrote:
The GDI barracks is not as good as the other buildings because it still has a light cartoonish look... not much cartoonish, but it doesnt have the same...errr... 3D from the other buildings, if you know what I mean .
yes, I know what you mean
Banshee wrote:
But the advanced tower is excelent too and I also like the radar. The bike also needs some recolouring to fit the Nod colour... In short, excelent job and I'll be willing to play it whenever you release it .
Banshee wrote:
But the advanced tower is excelent too and I also like the radar.
hehe, the radar hasn't been made yet, that one you see is only the resized original.
Banshee wrote:
The bike also needs some recolouring to fit the Nod colour...
hm... but it's the TS nod bike, just slightly modified...? I mean, why do you think it doesn't have the Nod color? It is grey, and that IS the nod color, isn't it?
Banshee wrote:
In short, excelent job and I'll be willing to play it whenever you release it .
hehe, I hope so, I mean where's the point in doing such a mod if nobody plays it QUICK_EDIT
[...]
The GDI barracks is not as good as the other buildings because it still has a light cartoonish look... not much cartoonish, but it doesnt have the same...errr... 3D from the other buildings, if you know what I mean .
[...]
no... not exactly...
i like this version, but if you have any suggestions, i'll see what i can do..
what about this one? i've changed the top a little bit and made it darker
hmm... don't no...
i had two choices and chose this one
the other way, the first tower would be exactly behind the other. This wouldn’t look better, I think QUICK_EDIT
i don't think, it is to long... it's a different perspective...
like my temple... it looks longer than the TD version too
and yes... it is dark, but this is a night map, i think
but don't stop telling us, what you think... this mod is for you too
and if you don't lika a building, i will do my best, to change it in a better way QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Jun 03, 2004 4:16 pm Post subject:
DJFreestyler wrote:
Banshee wrote:
That's a good CY, IMO, but you can improve the entrance .
Also, the colours doesnt match the other GDI buildings showed above...
Improve it? How?
Yeh, i know the colours are different, but it is a general building for both GDI and Nod, so it has to have some neutral colour.
A gate could be added as an entrance of the building. When you win the first GDI map in TD, there is an animation that features this 'gate'. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Jun 04, 2004 10:44 am Post subject:
Try checking with XCC AV Player, then. But I dont know the name of the movie . I'll need to check it when I return home or someone do that for me. _________________
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oh yeah TD wont work on xp that sucks oh and guys working on this mod keep it up and the news current you have alot of work to do _________________ QUICK_EDIT
actualy i have tried that with nemerous games and it has never worked for some reasone Damn you bill gates damn you to hell!!!! _________________ QUICK_EDIT
Just right-click on the setup.exe on the CD and make a shortcut (it'll ask to put it on the desktop. Do that). Then put on the Win95 compatibility for that link, run it, and install the thing. Then put the XP patch in the game directory, edit the properties of the C&C95 link in the start menu to put that in compat mode too, and run the game. No problem _________________ QUICK_EDIT
Yeah it does work. Just installed an hour ago.
BTW there's used to be good custom missions for Tiberian Dawn. Does anybody know where can I get them? For example: The rebirth of NOD, Biowar. I am really looking for Biowar couse I made it:) _________________ Fire walk with Me... QUICK_EDIT
Well, i got my TD working and played the first mission. I think the movie you mean banshee is the conyard unfolding movie, but i dont see no gate in it (unless you mean the thingy that comes up when the roof closes, which i already have included but is a bit dark) QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Jun 06, 2004 5:37 pm Post subject:
Yea, the thing that comes up when roof closes. The texture you used for it seems to be wrong or extremely dark and the way it reachs the roof in yours doesnt seems to be correct either. But these are just minor details. The overall quality of your CY is very nice. _________________
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I think we should wait till Reaperrr adds this one to his mod so we can can compare it with the other buildings in there. Then we can decide if it needs improvement or not QUICK_EDIT
Well, Jokeman (who works on the buildings for the mod) got my files and i am doing some minor changes now and soon you'll (hopefully) be able to see a screenshot with Jokeman's buildings and my CY.
Oh and Banshee, yes, the texxture is wrong. It's supposed to be some kind of metal plate, but on this scale it just doesn't look so good. I'll see if i can change it. QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Tue Jun 08, 2004 9:34 am Post subject:
The DvD wrote:
I think we should wait till Reaperrr adds this one to his mod so we can can compare it with the other buildings in there. Then we can decide if it needs improvement or not
Jokeman sent me the images, due to a defect modem I couldn't download it until now, but expect some screenshots later this day.
btw, ALL buildings have been made now some are not completely finished, some minor problems like non-remapables Jokeman will fix, and on many of them the buildup anims are still missing, but we'll get that ready also, sooner or later
but there's not a single building that needs to be replaced anymore QUICK_EDIT
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