I have plans to implement an airport for the Venom faction, though not 100% certain yet. They will have bomb drops, but most likely those will be done via paradrop special. This here was originally made for the RevengeForce but they now have an entirely new airport. So I retextured it and I guess for now this will be the venom airport.
heres a few game shots, have just a few more buildings and shadows to do and the Venom faction is done. Buildingwise that is. The vehicles and infantry will be tweaked and ready to go next. Let me know what you think of this stuff.
that looks awesome do more?. your doing great. its all good . _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
need an opinion, does this look alright for a BombParachute? yes it's gonna be animated, just need to know if shape is alright.
@Deformat, you havent seen nuttin yet
as for the airport,
I wrote:
was originally made for the RevengeForce but they now have an entirely new airport. So I retextured it and I guess for now this will be the venom airport.
@Dubzac, thanks man. It's comments like these that help keep my drive alive.
your bomber need bomb camera, and rear should look more closely to a C-130, cuz it looks like a c-130/B-29/B-52 hi-bread besides form experenice i now for a fact that para bomb can be deployed form C-130.
That's why I'm suggesting it.
dew to its compact shape and its purpose to carry heavy parabombs its gona find its self hard to turn, i suggest extending the back by 1cm _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Anyway, I just ran my first test run on my parabombs. This isnt a ParadropSpecial dropping infantry with an alternate image. This is an acutual plane dropping parabombs.
Drop only one. Two overlap and look funky. TBH I don't like the animation though. Way too stiff regardless, if you ask me.
I do like the look of this mod. It isn't a realistic looking mod and it has a soft look, almost cartoony. Keep it up and keep the style, I rike it. _________________ Victory! QUICK_EDIT
PS: your tank must not be lower than 1/2 the tracks height, and rear and front must be clear or anything that many stop it moving at steep angles of 30 degrees to 35 degrees, keep in mind tanks don't always fight at level ground. _________________ Link to a document to see what mods i have and/or working on or working with
Click Last edited by Dubzac on Sun Jul 25, 2010 7:52 am; edited 1 time in total QUICK_EDIT
So valid criticism is useless? Wow, good to see your mentality towards what builds better mods. Oh, wait, you don't seem to mod, just bitch about how no one likes your mod so you decide to take your rage out on everyone else. Clever clever.
I agree with what Volgin said in regards to the stiffness of the animation. If you use burst= and burstdelay= you can get away with using two rounds of ammo. QUICK_EDIT
Dubzac, it is proper time you learn the meaning of criticism and grammar. Volgin made very good points. Instead of launching multiple bombs simultaneously and making the bombs overlap, you should add some delay between them, similar to how TS Orca Bomber acts. _________________ Last edited by Crimsonum on Sun Jul 25, 2010 9:21 am; edited 1 time in total QUICK_EDIT
On the subject of the mod, I like a lot of what I see.
On the other hand, as I may have said before, sometimes less is more. For instance, the tank turret's barrels look a little like table legs - they have too many lumps. I would simplify it to make it look more like military hardware. QUICK_EDIT
The parachute seems too big.Maybe it won't look so much like that when the real (bigger) parabomb carrier will use them
I was just imagining,since it's as big as a tank or a plane,this parachute as a web-type (TS Cyborg Reaper weapon) weapon,catching an unit inside and the unit can't come out for some time .
For the tank,it's not bad,but I would wait until seeing ingame to know what the final product will look like (sometimes it looks better,sometimes it look worst,and sometimes it's just...different) QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Jul 25, 2010 2:27 pm Post subject:
m7 wrote:
Watch out Crim, that exact post is what would have gotten Fen banned again.
You are correct.
I've done a partial clean up at this topic. Posts like the ones I've seen from Sane and the one from Crim (before he edits it) really leds to warnings, suspensions or bans (in critical cases) and doesn't colaborate to improve the environment. It actually drive off people who are new to the place and expect to improve their modding skills or learn something with the community. Even if Dubzac's original posts was lame (I don't know exactly, because he edited it before I looked at the topic. but considering the responses, it probably was), you must not lower your level to his post.
And, back to the topic, I agree with Volgin regarding dropping only one parabomb instead of two, because the second is really overlapping the first one. And the size of the parachute could be reduced, as Cantdrawbutmod has said. QUICK_EDIT
This is some nice stuff, your models themselves look great but they do seem to lose a slight bit of their quality ingame compared to the renders. QUICK_EDIT
Thanks for the feedback guys, The parabomb was just a test run but I'll get to work on improving those things.
But what the hell happened in my thread earlier, what did I miss or dont I want to know?
Deformat!!!! - jk
Thanks Tratos, I try to do good work, but I cant always give everything high quality, It's just me doing this mod and I'd like to finish it before I'm old and gray. QUICK_EDIT
Thanks Tratos, I try to do good work, but I cant always give everything high quality, It's just me doing this mod and I'd like to finish it before I'm old and gray.
Its not that they're poorly done or rushed its more that the limited palette of the game has a negative effect on the detail and the textures, where the textures have a gradient they tend to become grainy and slightly dulled where the game doesnt have enough colors available to blend it properly.
I guess its not your fault, more a limitation of the engine but its why the existing structures have more 'solid' areas of color and few areas where there isnt a distinct edge between color changes (the 'cartoony' look). QUICK_EDIT
Yes, but the shadows are still very off-putting in my opinion, they don't face the same direction (North-East) as the rest of the in-game shadows do. QUICK_EDIT
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Mon Jul 26, 2010 3:32 am Post subject:
That is so freakin cool.
It goes where you want it to, but doesn't look like it will at first. Impressive, to say the least of it! _________________ QUICK_EDIT
yay.. your tanks looks cool, you need hosting my friend your so good. no really i mean it _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Parachute animation is still wonky in my opinion. Love the bomber's size this time around though. (Can you post a still of it ingame?) I'd scrap the parachute thing all together personally and make it behave like the ORCA bomber and be a superweapon only vehicle. Use the mini-bombers as carrier planes or something, because they're too cute to cut if you ask me.
The tank's an impressive model, however its textures definitely could do with a change. I suggest getting the Renegade textures for treads and possibly some of that game's metal/steel textures and trying to use them. _________________ Victory! QUICK_EDIT
@Aro, this seems to be the way RA2/YR draws it's airborne object shadows. I dont think there's much I can do about it. Notice the bomber shadow is being drawn directly below it as well. If there's a way to change it I will, but I'll need some advice on how to do this though.
@Volgin, I'm getting ready to leave for work, so you'll have to wait till later for a still shot. Also the parabomb is in test mode. This isnt the way it will be. You'll like it when it's all said and done. and if not, then Kudo's. QUICK_EDIT
Shadows dont bother me at all, I'm gonna go ahead and leave them on. When it comes time for game play, the player can opt to turn them on/off if they wish.
I'm not sure how/where I would fit this in, maybe give it to the Venom faction for extra radar reveal, but I had the idea of having a Solar powered field radar. you guys think this would be a good idea or no?
Eh, make it a tech building. Give people more to fight over and it'll get units out of the base quicker if players know theres a free ticket to a fully revealed map on the level. _________________ Victory! QUICK_EDIT
Na, it's not gonna be a whole map reveal. I did forget to mention this will be a mobile radar deployed by a vehicle, so it will only be partial map reveal. The only time you will recieve a whole map reveal will be by way of crates, and the reveal map crate placement % will be very low, so if you stumble across one you'll be lucky. QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum