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Steel Nightmare- Mod for Ts/Fs
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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Sat Apr 10, 2010 8:35 pm    Post subject:  Steel Nightmare- Mod for Ts/Fs Reply with quote  Mark this post and the followings unread

Hey yall, Nekro here, and im making a mod called Steel Nightmare for Ts and Fs.

This takes place in an alternate timeline when kane was actually killed by the ion strike on the Sarajevo Temple, and the brotherhood hastily activated the young CABAL. The young CABAL quickly decimated GDI outposts near key Nod bases, however, it soon command its forces to destroy large Nod bases, and bring the parts of the shattered buildings and destroyed vehicles to the large base it built around its core. CABAL used these scrap parts to build terrifying war machines, and GDI was powerless to stop them. Nod, shocked into hiding by this massive insurrection, signed a treaty with GDI, to defeat this new enemy. However, Some Nod and GDI commanders disliked this idea, they still followed the primary directives of destroying the new threat, but still fought amongst themselves.

NEW UNITS FOR TEAMS
GDI Lancer Infantry- Light infantry packing railguns
GDI Jet Lancers- Jetpack infantry with railguns
GDI BullFrog- Anti infantry unmanned drone with a flamethrower
Nod Spyder- Modified Cyborg reaper with Dual miniguns
Nod Shredder- Modified APC with AA missiles and AI miniguns
Nod Acolyte- Laser-packing Medic

NEW TEAMS
RECOMBINANTS-
CABAL's army
UNITS
Recycler Infantry- Modified cyborg Commando with Minigun and Flamethrower
Destabilizer Infantry- Modified cyborg with High powered railgun
R49- Engineer Unit.
Strider-Tiberium collection infantry
MCV
Tunnel Drone-Subteranean Unit, moves underground and detonates on enemies
PAMG-t51- medium Walker mecha with Plasma cannons and miniguns
AIM-54b- small Walker mecha with miniguns
PAA-S/7- Large walker mecha with plasma cannons and AA missiles
FAI-314q- Medium walker mecha with flamethrowers
DDS3-b43/99c- Epic walker mecha that can crush units and structures uses AA missiles and Flamethrowers
IT42- Infantry transport armed with a laser
AT90- Flying Infantry transport with a laser
AD/tb- Anti-vehicle aeromech with a cannon and AA missiles.
STRUCTURES
Recombinator Core- Barracks
Recycling Plant- Builds mecha
Scanner Pod- Activates radar, unlocks higher tiered units.
Advanced Production Facility- Produces Epic walker mecha and large walker mecha
Lancer- Modified laser turret with railguns
Pilot Lyte- Modified GDI vulcan with flamethrowers
SkyRocket- AA missile firing GDI RPG gun
~~~~~~~~

this isnt the full list as more will be to come later, any help will be appreciated, as i kinda suck with VXLSE and SHPs. the only thing im actually good at is INI editing, but thats easy Smile

Last edited by nekro on Tue Apr 13, 2010 12:44 am; edited 3 times in total

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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Sun Apr 11, 2010 5:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

gots teh voxel for the recombinant aeromech production facility. its a little small.



Recombinator core_000.jpg
 Description:
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Recombinator core_000.jpg



Last edited by nekro on Sun Apr 11, 2010 6:09 pm; edited 2 times in total

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Sun Apr 11, 2010 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ummm no picture a simple [FN] insert on a laptop or the prt screen key on a desktop can take a pic

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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Sun Apr 11, 2010 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

there fixed it.

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WHAT THE ZTYPE HAPPENED TO MY POST?!

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sun Apr 11, 2010 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Uh, just so you know, the buildings are SHPs and not voxels. The voxels are for vehicles and turreted buildings (laser turrets, gun towers, et cetera). Buildings like barracks (once again) SHPs and are created in SHP builder, preferably with combination with a 3D modeling program.

Also, I am not sure that some of those things are possible (tiberium harvesting infantry, battle medics).

Also jumpjet infantry with railguns. There are just some things that are not meant to exist.

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Sun Apr 11, 2010 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey I'm willing to help with the mod what do you need.

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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Sun Apr 11, 2010 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

gufu wrote:
Uh, just so you know, the buildings are SHPs and not voxels. The voxels are for vehicles and turreted buildings (laser turrets, gun towers, et cetera). Buildings like barracks (once again) SHPs and are created in SHP builder, preferably with combination with a 3D modeling program.

Also, I am not sure that some of those things are possible (tiberium harvesting infantry, battle medics).



Also jumpjet infantry with railguns. There are just some things that are not meant to exist.

ive done all those in a previous mod i played on CnC dusk

ok, hotrod, can you do SHP's?
im ok with voxels, but only if its a solid vehicle (ie- bullfrog) but the walkers im wanting simply can't be done with my low skill level. so if anyone's good with voxelling walkers thatd be nice too. im good with INI's and solid-body vehicles.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Apr 12, 2010 2:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Walkers can, nay, should be made as 3D models, then converted to SHP.
Otherwise they look as good as the MMK2 #Tongue
Also, iirc only vehicles can harvest, not infantry units.

Edit: Typos.

Last edited by Orac on Mon Apr 12, 2010 9:54 am; edited 1 time in total

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Mon Apr 12, 2010 8:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Infantry can not harvest tiberium.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Apr 12, 2010 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Couldnt you use the Slave Miner logic on an Infantry?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Apr 12, 2010 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
Couldnt you use the Slave Miner logic on an Infantry?


Quote:
Steel Nightmare- Mod for Ts/Fs

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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Tue Apr 13, 2010 12:29 am    Post subject: Reply with quote  Mark this post and the followings unread

no, you make it a vehicle with infantry art. and... well i could use some help with that SHPs thing too haha, im no good with SHPs.



GDI BullFrog_000.jpg
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Heres my BullFrog Drone
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GDI BullFrog_000.jpg



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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Apr 13, 2010 3:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Ingames?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Apr 13, 2010 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Cranium wrote:
Couldnt you use the Slave Miner logic on an Infantry?
Quote:
Steel Nightmare- Mod for Ts/Fs


oops, I guess I overlooked that one, sorry.

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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Tue Apr 13, 2010 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Ingames?

yuo do know i havent even began the INI junk... and i wont til all the voxels and SHP's be done.... i don't like being incomplete D:
oh, and thanks for the tutorial.... my main prbolem with VXLSE is the non rotatable cam.

Last edited by nekro on Wed Apr 14, 2010 11:45 pm; edited 1 time in total

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Apr 14, 2010 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

nekro wrote:
Orac wrote:
Ingames?

yuo do know i havent even began the INI junk... and i wont til all the voxels and SHP's be done.... i don't like being incomplete D:


Go to a unit and type Image=your_voxel_name
Its probably best to test your voxels to see how they look ingame, this could save u lots of work later
You might complete all your voxels and realise they look bad ingame due to one simple mistake you have made on all of them... I would definitely advise testing as you go along Smile (this applies to everything not just voxels)

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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Wed Apr 14, 2010 11:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

wait..... so id take E1 and change it to the say... BullFrog to test it? ok, now how would i change it without being edited, just type the filepath?
and i REALLY REALLY REALLY need someone to do my walker mecha SHP's.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Thu Apr 15, 2010 12:41 am    Post subject: Reply with quote  Mark this post and the followings unread

*Well, obviously you have to give the image to the vehicle unit, but yes it is rather that simple.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Apr 15, 2010 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

nekro wrote:
need someone to do my walker mecha SHP's.

Couldn't you implement some of the public mechs instead?

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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Thu Apr 15, 2010 3:45 am    Post subject: Reply with quote  Mark this post and the followings unread

never thought of that... i will do this in the morning.

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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Thu Apr 15, 2010 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

ive found the perfect recombinator infantry. its an SHP called the undying. looks neat.

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ChielScape wrote:

¿ʎllɐƃǝl ǝɹɐʍʇɟos ɹnoʎ llɐ ʇǝƃ noʎ ǝɯ llǝʇ ʇuop ¿ʇɐɥʍ

WHAT THE ZTYPE HAPPENED TO MY POST?!

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sat Apr 17, 2010 1:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Seems like you might want to practice some more modding before going full on with a public mod.

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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Sun Apr 18, 2010 12:49 am    Post subject: Reply with quote  Mark this post and the followings unread

well... its on hold for some things happening with my pc... so im working on a fairly simple mod.... sadly its full of IE's

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ChielScape wrote:

¿ʎllɐƃǝl ǝɹɐʍʇɟos ɹnoʎ llɐ ʇǝƃ noʎ ǝɯ llǝʇ ʇuop ¿ʇɐɥʍ

WHAT THE ZTYPE HAPPENED TO MY POST?!

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