Btw, if you are going to imitate WW's build-ups, all but the last frames should have gray instead of remap.
Actually, Nod buildings have full-colored and remaped buildups, unlike GDI ones. And I have chosen to keep everything colored.
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Radar always seemed a little too low in the tech tree to tack on the superweapons
Right. Also, once destructed you losse SW, Radar, Tech tree. IMO this is too much.
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And Nod and GDI should respectively have different ConYards, Silos and Refineries. GDI's Refinery could resemble TO's, while Nod's Conyard would resemble C&C3's Nod Conyard. GDI's Conyard could use less team color and more of that gold texture.
I won't promisse any new non canon stuff just yet. I might just retexture same structures for both sides, add few minor difference to details, and that's it. However, we do have some difference, already, large GDI landing pad and Nod repair pad.
As for Firestorm stuff.. I hope Ares team would do something with it, eventualy, but to day there is no point in all this grafics. I better concentrate on enviroment and terrain.
Thank you every one!
however this is topic about WIPs, so... a WIP
Ares has managed to make the Firestorm logic work, but I was really referring to Firestorm, as in, the expansion pack (that's what it's called in English, Tiberian Sun: Firestorm). Stuff from the expansion pack HAS to be included. That means Juggernauts, limpet mines, etc. QUICK_EDIT
I like the size of the Nod radar, always thought the original was a bit small.
The refinery was always a piece of Nod architecture imo, it just doesn't go that well with TS GDI buildings. To me, this 'sharing' of buildings was just laziness or limitation of the engine.. meaning laziness and should not be kept for TS Rewire which has more possibilities thanks to YR engine (and Ares ofc). _________________ mentalomega.com QUICK_EDIT
On top of my head of things that wouldn't work with current Ares; limpet, reaper split missile, weed, hunter seeker. With current limitations workarounds are what we have. And I have to say that I agree with HM and Speed. You could do better than WW did and we think you should Gangster. But as always, it's your mod. You decide. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Sep 06, 2013 9:12 am Post subject:
Gangster wrote:
I hope Ares team would do something with it, eventualy, but to day there is no point in all this grafics.
What's the issues with Firestorm? _________________ "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
Hm, is the issue something like 'all players have control over all firestorm walls'? From what I remember when we had an Art of Defense map in MO with two players having two seperate firestorm walls, both players had control over both sets. It was quite a long time ago though. _________________ mentalomega.com QUICK_EDIT
Same, as they were at the moment of first release. Firestorm wall and laser fence overlapping units and its own active animations. Also it's imba, it doesn't stop owners projectiles (even with AlliedWallTransparency=no.)
Alex06 wrote:
Stuff from the expansion pack HAS to be included. That means Juggernauts, limpet mines, etc.
Some of TS:FS units can be re-enabled, yes. Mobile EMP, mobile cloack generator, juggernaut and mobile weapons factory.
But Limpet mines logic does not exist in YR. Perhaps, a parasite logic could be used instead, but it would requre some Ares customisation. At least it should not tilt host unit and support Camera weapon.
And reaper. Well, again, if I only could have a clone of restored EMP logic, I bet I could reuse it as infantry only weapon, therefore create some sort a web launcher.
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_________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Sep 06, 2013 11:17 am Post subject:
Use AttachEffect for Reaper IMO.
The imba thing happens even in TS. _________________ "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)
=======================
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 do think this way of web is far better than original as can always have the exact same infantry shp under plus can adjust the web effects.
Plus Firestorm never blocked own weapons fire, it woulda made even Cabal's Core dumb in firestorm missions if his Core Obelisk would fire but the wall would block its shot. I don't see it as bug/imba IMO as it would be hindrance otherwise if you set up a defense turret line and provide firestorm wall protection... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Sep 07, 2013 11:14 pm Post subject:
Add a dummy damaging to the web then, it'll work.
Yeah, if the inf was moving when the Speed=0 AE gets applied then it can't stop moving and gets stuck in the running frames. _________________ "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
The temple of nod shape is a little crazy I suppose. I'm not sure if it is your details or just my ignorance, but I can finally see the "temple" in this building. There's the entrance with that whole being eaten by the temple thing, and you have the spire to looking over everything. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Sep 18, 2013 4:37 pm Post subject:
Just noticed... shouldn't the Temple's Nod plate have that usual triangle-based shape?
Nice tho. _________________ "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
It looks so great, though I'm starting to think maybe the texture should indeed be darker. The current steel outfit doesn't make it look menacing enough. But it's your call, if you rather keep it better fit with the rest of the buildings. _________________ QUICK_EDIT
and the extra detailing on the tech centre texture is brilliant.
As its quite a basic structure I think alot of its character is going to come from the detail of its texture
great work as per usual _________________ QUICK_EDIT
you will see the tallest tower part of the structure gets smaller as it gets to the top (top plane size is smaller than base plane)
Also on the base/bib of the structure isnt just a simple curve. It looks like its made up of multiple extruded arc planes also resulting in a step effect. As opposed to a single extruded arc plane. (I count three, one on left and two on center/right)
Also the right side of the building (the rectangular part) seems wider and bigger than the one in TS (see pic above). TS one has room for more of the bib/base to be in front... this maybe a intentional design change on your behalf though?
if you zoom in on this image
you will see the tallest tower part of the structure gets smaller as it gets to the top (top plane size is smaller than base plane)
Easy to fix. Will do.
SMIFFGIG wrote:
Also on the base/bib of the structure isnt just a simple curve. It looks like its made up of multiple extruded arc planes also resulting in a step effect. As opposed to a single extruded arc plane. (I count three, one on left and two on center/right)
Hm. It might be just a rough textuting, both techs were made in rush it seems. I am confused with this.
EDIT:
Vanilla buildup shows there is indeed step. But still it looks like f*ck up, pavement is not even properly texuted.
SMIFFGIG wrote:
Also the right side of the building (the rectangular part) seems wider and bigger than the one in TS (see pic above). TS one has room for more of the bib/base to be in front... this maybe a intentional design change on your behalf though?
And this is indeed a intentional design change. I scaled up some elements to be bit closer to infanty scale. But not changed foundation.
SMIFFGIG wrote:
Just to note i quite like the detailing they have done on the rectangle part for reborn
Every one sees his own things in this building. I made it as material storage and computing facility, considering that WF is actuall structure that assembles stuff.
http://ppmsite.com/forum/viewtopic.php?t=30098
It is done. Just waiting re-scaling and re-texturing to match rest buildings. _________________ Gangster is a Project Perfect Wuj (c)Aro Last edited by Gangster on Fri Sep 20, 2013 12:52 am; edited 1 time in total QUICK_EDIT
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