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New Mod - Before the Storm
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Harv
Cyborg Firebomber


Joined: 09 Oct 2006
Location: -My own Imagination-

PostPosted: Thu Apr 12, 2007 2:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Dregan wrote:
Here is the Russian adats weapon system that'll be used. The original voxel was done by Harv .



i knew i recognized that turret and some of the body #Tongue, it not my favorite voxel iv done, good edits, continue mod looks like it could turn out alright #Tongue

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Thu Apr 12, 2007 6:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanx Smile Would you like more of your voxels edited and featured in the mod because i'm pretty sure this is the only one i have done by you? Also the adats if finished but later i'll make the pods seperate so when its not tracking/attacking they'll be straight.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Thu Apr 12, 2007 10:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Well i'm pleased to announce that with major modification and over 2 hours of work i have almost compleated a BDRM - 2, which i didnt realise i had. For those who dont know a BRDM is a light armoured recon vehicle which comes in acouple of different configurations. The turrets havn't been completed yet though.



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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Thu Apr 12, 2007 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

The texture still needs touching up, need to add details like exausts and remaps and also the doors need to be done but all up it's looking good. The origional voxel was made for TS. It looked nothing like what this does so i think the unknown maker wont even recognise it though if you do plz tell me. Ill put up a pic of the origional later for comparison and identification.



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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Apr 12, 2007 11:39 am    Post subject: Reply with quote  Mark this post and the followings unread

No comments on my post, Dregan?

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Thu Apr 12, 2007 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ahh yes, what you had suggested is what i had in mind. Commandos from O.G.E/B.O.9 will infact take part in indirectly aiding allied nations in comflicts through the campaigns i have planned. And also while fighting in remote areas you may come across some unsuspecting scorpions aswell. I want to keep ingame info down to a minimum to maintain the supprise and to keep everyone guessing. But yes you will see O.G.E/B.O.9 in action. Also i got cnc 3 today so progress may slow a tiny bit #Tongue.

Last edited by Mortecha on Thu Apr 12, 2007 12:37 pm; edited 1 time in total

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Thu Apr 12, 2007 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Melle made some pretty nice Soviet era vehicles and posted them at Sleipnir's Stuff. You shoud get them too. There was a BRDM in there afaik.

The mod is turning out pretty nicelly. Keep working and you might succeed.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Thu Apr 12, 2007 12:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've got those already lol. I did extensive scouting for voxels 6 months prior to this mods announcement and came across those. I will be using his shilka and i'm also thinking of modifying his corkskrew transport into a hover craft. As with tha adats i will be creating the barrels on a straight plane so that either point up only when attacking air units because the shilka can engage ground units especially infantry with devistating effect. I'm also thinking of using the mobile iron curtain in the 2007 vxl comp in a similar way that a yuri captures a unit. The BDRM in working on now has been completely normalised and the only thing it needs now is extremelt minor touchups and some remaps. Another one of melle's units that may be used as well is his scud launcher, though i'll be converting it to make the smerch, the typhoon and a heavy supply/troop truck. The same scud will be used but it will be heavily modified though.

Last edited by Mortecha on Thu Apr 12, 2007 2:04 pm; edited 1 time in total

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Thu Apr 12, 2007 1:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well here is a pic of the BDRM with out a turret as of yet. I think that it might require a 20% - 25% size reduction though im unsure how to do that yet. what does everyone think? Also USA's colour scheme will need an overhaul because i think its too bright.



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geekspeek
Energy Commando


Joined: 30 Aug 2005
Location: Taking up space inside the TibWeb server

PostPosted: Fri Apr 13, 2007 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Where do you plan on putting the remaps? It would probably be better to put them on the turret, because that camo scheme looks cool. And I agree, the US color scheme is a bit bright.

EDIT: I mean the remaps for that APC

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Last edited by geekspeek on Mon Apr 16, 2007 2:48 pm; edited 1 time in total

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Thu Apr 19, 2007 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Well things have been going alittle slow lately due to exams assignments and other mods, but thinks are getting interesting for BTS. I'll explain today some of the origional ideas that i had in mind for putting into the mod.

- firstly the infs and civilians will all be ts size and i was thinking of editing the nod ts troops that where made Denmon0728 into troops of the different nations participating.

- As you already know each nation will have their own camo scheme for units.

- Tanks will have double the range that the grizzly has now and projectiles behave realistically. So they have a minimal almost straight ark and travel very fast. Also the projectiles will be a single pixel or a 4 pixel square depending on how it looks. So no cannonballs Laughing


- Tanks will also have a secondary machine gun to get rid of pesky infs that keep destroying tanks by overwhelming them with machine guns lol. Though the range wont be far, its more of a close quarter option.

- Helecopters will behave like the harrier does on RA2 atm and needs to land to resupply, but they can land anywhere.

- Jets will be unbuildable and will be called in by an airstrike. Airstrikes are available once a side specific comms building is built.

- Russians and Chinese will have spy planes very similar to that of RA1, ie very fast and hard to shoot down and the area of shroud that is revealed should be around the size of a general base.

- later on i'll try to convert the terrain from TS to RA2 because TS terrain is way better and less cartoony.

- Though there will be an element of realism, i will be splicing in the tech of the RA universe, eg Tesla, Crono, Prism, Iron curtain, Chemical, Stealth, Nuclear, laser, gattling etc.

This is all for now though once these have been completed they'll be more.

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geekspeek
Energy Commando


Joined: 30 Aug 2005
Location: Taking up space inside the TibWeb server

PostPosted: Thu Apr 19, 2007 2:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Will Nikola Tesla be a character in the game? Or has he already died by the time your mod begins?

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Fri Apr 20, 2007 12:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Im pretty sure that Nikola tesla died before or during RA1.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Fri Apr 20, 2007 3:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Today is a good day for allied special forces, i have just finished both temperate and snow camos for these ghosts. They have night vision gear and are based of denmons nod infs.



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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Fri Apr 20, 2007 5:44 am    Post subject: Reply with quote  Mark this post and the followings unread

This is also a good day for the russians because the spetznatz have arrived:) There equipt with infra red goggles and the newest version of the ak-74



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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Fri Apr 20, 2007 6:08 am    Post subject: Reply with quote  Mark this post and the followings unread

I've been looking through my notes and have come up with the following further concepts, like an extension to the previous list.

- Vehicles and buildings leave permanent wrecks and corpses stay on the map for an extended period of time.

- Helicopters also wind up and wind down intime with some sounds i have, some of you might remember one of my first articles on this. I think this can be done simillar to the way the seige chopper deploys to land.

- Urban warfare will become quite messy and difficult because all inf types will be able to garrison inside buildings so snipers and AT troops will become quite deadly in these situations. Also snipers will be stealthed while stationary but because of their camo they'll be hard to spot when not stealthed. All sides will have them though.

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geekspeek
Energy Commando


Joined: 30 Aug 2005
Location: Taking up space inside the TibWeb server

PostPosted: Fri Apr 20, 2007 2:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cool! Can't wait for this one!

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sat Apr 21, 2007 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanx geekspeek. pple i need feedback as i go plz.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sat Apr 21, 2007 8:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Well ive been working on afew buildings today and ripping wasnt out of the question do just get alittle practice and here are the ones i have done so far. the larger radar thats still getting done im thinking should be an objective where you either have to protect it or destroy it.
I have compered these to buildings ingame and there at correct angles with correct lighting. The other radar in thinking of making it a russian comms building. this allows them to recieve information from russian spy satilites and reveal the map. This also allows them to maintain communications with the russian high command.
The other building im making into a motor pool of sorts and havnt decided which side will get it yet. tell us what you think.



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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sun Apr 22, 2007 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Today iv'e been working on the pride of the french army, the super advanced leclerc. I might grey the barrel down the same as the abrams and try and find a way of making the green darker.



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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Apr 22, 2007 1:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

That tank is pretty good, you're getting alot better at this as the mod, progresses. Smile

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Jeeves
Cyborg Soldier


Joined: 30 Jun 2006
Location: Oz, but near Melbourne, so its ok

PostPosted: Sun Apr 22, 2007 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

For green I just use the olives, 122 & 76 etc.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Tue Apr 24, 2007 1:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanx jeeves, the olive colour range is way better, atleast it gets rid of the ugly green it used to be and the same will apply to all European units. This is the leclerc now with the updated camo scheme. Now ill have to redo the temperate infs to match.



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geekspeek
Energy Commando


Joined: 30 Aug 2005
Location: Taking up space inside the TibWeb server

PostPosted: Tue Apr 24, 2007 2:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like that color scheme better.

Will all of the vehicles in the mod be ones which are currently in use by first-world countries (and Russia, which is sort of in-between)? I would love to see a motorized battalion of Angolans riding BTR-60s supported by antiquated T-55s - and then BEAT THE LIVING SHIT OUT OF THEM!

EDIT: nevermind, I just saw the BTR-60 in the unit list. No T-55s, though. T-55s would have been hilarious, although not particularly useful to whatever side got stuck with them.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Apr 24, 2007 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Olive Drab is much better, this mod is becoming quite an excellent piece of work. Is this mod going to be a sort of update to the real weaponry of today, or of the Cold War Era RA2 pertains to? I must know.

Exceptional Colors...keep going!

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Jeeves
Cyborg Soldier


Joined: 30 Jun 2006
Location: Oz, but near Melbourne, so its ok

PostPosted: Wed Apr 25, 2007 3:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm really liking that voxel now, but it looks fuzzy. Particually when using camo, darken the edges.
Also, the remap does look sorta obtrusive, being on sticky-out-bits. I like very little remap, and find the best places are the mantle (bit the gun goes in, often only visible from front, when the guns hardest to see anyway, so enhances the gun as well as identifying owner) and hatches (generally top so visible on all facings. Small, and can be made "rounded" via normals, so not painfully bright all over). If you like, pm or MSN it to me and I'll detail it a bit so you have a point of reference for future works, because it looks good, so could easily be made great #Tongue

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Wed Apr 25, 2007 6:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you everyone for your input. And to top off the european camo shemes, i have also developed the american scheme as well, pics will be available shortly though i do have a prieview of an m113 with the new camo. Also i have been hosted by freedom studios so that is where the mod will be based, though i'll still be posting stuff here.

@geekspeak. There will be 9 countries in all participating in the mod. They are USA, UK, France, Germany, Australia, Russia, China, Iran, Iraq.
The vehicles used will be simmilar to the modernised equipment we have today with tech from the RA universe.

@4 star. Well thats a tough question at the moment because its still the early stages of the mod but the best way i can describe it is that this is a sequal to RA that completely overwrites the unrealism of RA2. And effectivly connects it to TD. This mod will be a more realistic alturnative and will hopfully have a similar feel to that of RA and TD. This'll be serious and realistic while still being fun to play.

@jeeves. Your more than welcome to try.

And here is an image of an American M113 with the new chamo scheme. Bear in mind it still needs finishing touches. Though personally i think this scheme will be more suited to the Australian millitary.



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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Wed Apr 25, 2007 1:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

This mod is looking really good; keep it up, dude!

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sat Apr 28, 2007 8:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Well thanks to afew nifty tricks taught to me via jeeves, all of the voxels i have done will be redone way better than what they have been. Also with enhanced use of the newly discovered normals spectrum #Tongue these voxels will be near flawless. If you think there good now wait till you see the redone ones. Also i'll include an example of these new ways on the up and coming unit im in the process of editing, the tesla tank. Bear in mind that the tracks are still a WIP. And yes this is RLY_BiG_tanks bmp3 base. Also im considering changing the way i'm doing remaps at the moment, only key clearly visible areas will be remaps and they will be minimised to one or two locations. I'm even considering scrappin them all together, whats everyones thoughts. By not having them the difficulty of identicication will increase, though i think this is outweighed by the fact that they will look even better on the battlefield.



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Jeeves
Cyborg Soldier


Joined: 30 Jun 2006
Location: Oz, but near Melbourne, so its ok

PostPosted: Sun Apr 29, 2007 2:51 am    Post subject: Reply with quote  Mark this post and the followings unread

No remap is a baaad idea incase two player decide to use the same side #Tongue
But you can change the team colors so they blend in...

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sun Apr 29, 2007 4:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Here is the finished tesla tank in its final public preview. And yeah i was thinking about the same problem, but remaps will be minimised to enhance the camo.



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