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Soviet Gates [RA2/YR]
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Vinifera7
Cyborg Soldier


Joined: 26 Sep 2006
Location: MI, USA

PostPosted: Mon May 19, 2008 9:57 pm    Post subject:  Soviet Gates [RA2/YR] Reply with quote  Mark this post and the followings unread

I'm releasing this as a public asset from my very old mod that was never finished. Feel free to use these in your mod as they are, or modified. Just remember to give credit to Vinifera7 and tmapm.



Normal and damaged frames are included, as well as a cameo for each facing. Art and Rules entries to use for a basis are also included in a TXT file.



soviet_gates.rar
 Description:

Download
 Filename:  soviet_gates.rar
 Filesize:  29.8 KB
 Downloaded:  1704 Time(s)


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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Mon May 19, 2008 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very cool to get an alternate functioning gate for the game. I think this one came out well for the constraints you were under in the logic the game uses.

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tmapm
Civilian


Joined: 20 May 2008

PostPosted: Tue May 20, 2008 3:02 am    Post subject: Screenshot Reply with quote  Mark this post and the followings unread

Here's a screenshot that I found.

Random fact: the gates were also made in MS Paint. Only the rivets on the soviet gates and the lights on the allied gates were not.



Gate.gif
 Description:
Animated
 Filesize:  52.54 KB
 Viewed:  29367 Time(s)

Gate.gif



soviet-gate.png
 Description:
In-game screenshot.
 Filesize:  101.31 KB
 Viewed:  29439 Time(s)

soviet-gate.png



Last edited by tmapm on Tue May 20, 2008 8:12 pm; edited 1 time in total

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Tue May 20, 2008 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow on ms paint!? 0.o well this is some pretty good work.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue May 20, 2008 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, this is very usefull as well and it fits the Soviet style.

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Wed May 21, 2008 10:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Wery nice in deed!

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Darknessvolt .
Guest




PostPosted: Thu May 22, 2008 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm... I think I've seen this before. In a certain mod but The model is the same. The different is the damage anim.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu May 22, 2008 11:33 am    Post subject: Reply with quote  Mark this post and the followings unread

If you're indicating that you think he's ripped these gates, then why don't you go look at the Blacklist first?

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Thu May 22, 2008 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Because he is darknessvolt. Spammer extrastupidiere.

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tmapm
Civilian


Joined: 20 May 2008

PostPosted: Thu May 22, 2008 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Darknessvolt . wrote:
Hmmm... I think I've seen this before. In a certain mod but The model is the same. The different is the damage anim.


I finished the Soviet Gate May 26, 2002. The only mod that is using one of these gates is 'The Project.' Blade got permission from me a long time ago to use the Yuri Gates. I know that I made this. I was there. Very Happy

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Fri May 23, 2008 11:43 am    Post subject: Reply with quote  Mark this post and the followings unread

looks pretty good. Though realistically it's kinda funny as they look as if they are a large solid metal sheet but then they shrink into a tiny gate post when the gate opens. lol

but none the less it is a good asset I think.

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tmapm
Civilian


Joined: 20 May 2008

PostPosted: Fri May 23, 2008 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I know. Laughing It isn't realistic at all, but it doesn't have to be.

I'm not going to, but is someone wanted to make their own, they could make gates that retract, or fold up like wall dividers.

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3d2dgames
Guest




PostPosted: Tue Nov 11, 2008 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

whats a correct way of adding this to the game? i tried and failed miserably.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 11, 2008 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

-read the txt codeexample inside the rar
-give more information about what went wrong
-since they are SHPs they have to be in an ecacheXX.mix file
-check out the tutorials forum where you can find stuff like the newbie guide in modding

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Anderwin
General


Joined: 16 May 2005

PostPosted: Tue Nov 11, 2008 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

-since they are SHPs they have to be in an ecacheXX.mix file
]


'Wrong, the SHP can just be in the folder Smile

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Tue Nov 11, 2008 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

So can just about any file -__-

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Tue Nov 11, 2008 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

How do they work?

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Javier
My Rank Will Never Change


Joined: 24 Oct 2008
Location: Wars World!!! Posts: -99999999

PostPosted: Wed Nov 12, 2008 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

vefbl4 wrote:
How do they work?

Place the codes in their respective inis. It would be better if you add these too:

GDIGateOne=Allied Gate (A)
GDIGateTwo=Allied Gate (B)
NodGateOne=Soviet Gate (A)
NodGateTwo=Soviet Gate (B)
No special gate codes for Yuri, sorry.

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Tue Nov 18, 2008 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

No,I mean how the heck the disappear in the air?

Why dont you make them go underground?

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Nov 19, 2008 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ra2 doesnt support Gates like TS did... in Ra2 units appear underneath them.

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Thu May 20, 2010 3:02 am    Post subject: Reply with quote  Mark this post and the followings unread

sorry for reviving an old thread.. but there's something wrong with the cameos....

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu May 20, 2010 3:56 am    Post subject: Reply with quote  Mark this post and the followings unread

...could you give us a hint?

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu May 20, 2010 5:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Nothing is wrong with them, just game keeps trying to use existing cameo thats in tiberian sun format or something inside somewhere else. Just rename the cameos to something unique and done. No more conflicts.

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Sat May 22, 2010 3:25 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah there's nothing wrong with them... sorry just a mistake on my part.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun May 23, 2010 8:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Well actually IMO the gates should be higher on the cameo, since they're just getting overlapped by the text bar. Also the damage frame is pretty bad since it reveals that the building is just flat, instead of a triangular shape the angle leads me to believe.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun May 23, 2010 9:31 am    Post subject: Reply with quote  Mark this post and the followings unread

The opening animation leads one to that belief as well, I don't see that it matters a huge amount.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun May 23, 2010 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Well it was made years ago using mostly MS Paint.

Just nice something like this available which isn't just a resized/recolored TS/RA2 gate.

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