The structure is really nice and detailed.
But the stuff in the center looks strange (like a low res paint picture). What is it supposed to be? Some kind of blender? Do you animate this?
The water area also doesn't seems to be in center. There is a bigger border on the left than on the right. If it wouldn't be water, it would give the impression of a tilted surface going up to the right.
As a hydro-plant is it supposed to be build on water? If yes, the border around the building is too sharp. It should be visible under water and fade out into water.
If build on water I'd suggest making the center empty, so the true water looks through there (then you don't end up having 2 different looking waters and it blends better into the terrain). Then give the animated blender the translucent key to make it look like working underwater. Some additional spray and waves added to the spinning blender could look good too. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Right I dont know how to add waves xP so I just might make the fan spin and some lighting and that's all. Also I might replace the whole water thing with a deep hole that leads to an undergorund nuclear facility (Lore part) If this huge air duck is destroyed it will leave a medium sized blast door (Like a GLA hole) as an advanced rubble (Using ARES's logic) which can be repaired by an engnieer only to rebuild it. QUICK_EDIT
Wouldn't it be better to call it geothermal plant in the lore? Being a fusion plant, I find odd that 1. it produces only a tiny amount of power, 2. destroying it won't cause a nuclear explosion (unless you were going to do this via the deathweapon) and 3. I don't see any reason to build a nuclear plant underground. It needs an effective cooling system usually achieved via supplying cold sea water. Temperatures rise the deeper you go. Anyway, if you keep it as a nuclear power plant, it would be wonderful to see some steam rising from the vent. _________________
Geothermal it is then I was gona make an explsion but it keeps crashing (it's an unstable build of ARES) also I did give a reasonble amount of energy (about 275 power) but since no explsion I lowered it.As for steam I really suck at particles so wont be adding any of that.
I thought it before but now I am sure. You like Starlancer. Isn't that other aircraft based on that fighter called wolverine? Very good looking, and the reference is also captured. QUICK_EDIT
Then its just me I mixed up the names, in star lancer a ship wasn't called Kirov but Ramases. Nevermind the whole thing xD _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jan 19, 2013 1:14 pm Post subject:
Bu7loos wrote:
-Also for GD there is a bug I've added a deathweapon to the rubble version of the plant but it crashed I've also duoble checked every thing bear in mind I am using the AE build.
Could you try it with adding the deathweapon to WeaponTypes? (tho debug.log should tell something about the weapon, IMO during parsing stage) _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I tired what you said didnt work it keeps crashing I 've really cheked it well tho it only accepts old value like cuban Terrorist ,Demo Truck and soviet nuclear reactor death weapons. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jan 19, 2013 5:05 pm Post subject:
hm, show codes, that's new because I know I could make it work anytime anways. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
; U.S.A power plant-ruin
[SAPOWR-RUIN]
UIName=NOSTR:Fusion power plant
Name=U.S.A Fusion power plant
Image=SAPOWRRUIN
BuildCat=Power
Strength=1200
Armor=(buld)medium
TechLevel=-1
Sight=2
RequiredHouses=Americans
Cost=200
Points=10
Power=0
Capturable=true
Rubble.Intact=SAPOWR
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,gtpowexp
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=6
MinDebris=4
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=300, 300, 450
TogglePower=no
BaseNormal=no
ClickRepairable=no
Unsellable=yes
Spyable=no ; A spy can do something to this, works like captureable
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Explodes=yes
DeathWeapon=FusionDeath
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jan 19, 2013 5:21 pm Post subject:
Is it added to the BuildingTypes list? _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Dead on effect O_o starkku thanks problem fixed seems these gaps shouldn't be left empty or write something that doesn exist although I have done this before but it didnt crash. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jan 22, 2013 2:15 pm Post subject:
Maybe it would look better with a base plate betwen turbines and the main building.
Also at first sight I thought it's a messed up WarFacto, sorry. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jan 22, 2013 2:53 pm Post subject:
Seems cool now. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
They all look very nice together I just have a hard time believing they are US forces, unless it is some kind of desert only scheme. The olive from the previous post was very cool IMO, especially if vehicles used the same colours. QUICK_EDIT
They will all use desert scheme in every theater, sorry i cant alter anything atm i need to get my factions sorted out after that i may do it as i explained to volgin. QUICK_EDIT
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