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RA3 models in C&C3!
Moderators: Madin
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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sat Sep 28, 2019 10:03 am    Post subject:  RA3 models in C&C3! Reply with quote  Mark this post and the followings unread

Just doing some basic work trying a couple of RA3 models inside C&C3.

While I am not a big fan of this model, the bottom line is that it is vastly preferable to the C&C3 Nod conyard\MCV.

Most of the basic animations have been copied over (the destruction system is vastly different, so that cannot be copied).



SovietConyardRA3_01.jpg
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SovietConyardRA3_03.jpg
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SovietConyardRA3_03.jpg



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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Sat Sep 28, 2019 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

as long as it works, it should be fine Smile

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Sep 28, 2019 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Will these CYs spew out (expansion) units, or will the opening be as useless as in RA3?

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Madin
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Joined: 05 Apr 2009

PostPosted: Sun Sep 29, 2019 1:57 am    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Will these CYs spew out (expansion) units, or will the opening be as useless as in RA3?

It will indeed be used to launch the expansion vehicles!

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Madin
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Joined: 05 Apr 2009

PostPosted: Sun Sep 29, 2019 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Time for the Allies!

Once again the point here is to replace the GDI Conyard\MCV, even if it is a temporary measure.

The big issue here is that the shutter at the front of the Conyard does not open (in modelling terms it is not connected to a bone). This means that the expansion vehicle would look awkward exiting the structure.

Outside of that the basic animations are copied over.



AlliedConyard_04.jpg
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AlliedConyard_02.jpg
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AlliedConyard_02.jpg



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Sep 30, 2019 6:06 am    Post subject: Reply with quote  Mark this post and the followings unread

It does feel odd to have units and buildings from the colorful and relatively peaceful RA3-world pushed into the desolate, alien world that is TW.

As for the shutter, how about just making a decent-sized hole into it for any expansion vehicles?

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Mon Sep 30, 2019 10:32 am    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
As for the shutter, how about just making a decent-sized hole into it for any expansion vehicles?

That is one potential solution.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Sep 30, 2019 12:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Madin wrote:
TAK02 wrote:
As for the shutter, how about just making a decent-sized hole into it for any expansion vehicles?

That is one potential solution.

You didn't think of it until I pointed it out, didn't you? #Tongue

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Madin
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Joined: 05 Apr 2009

PostPosted: Mon Sep 30, 2019 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Madin wrote:
TAK02 wrote:
As for the shutter, how about just making a decent-sized hole into it for any expansion vehicles?

That is one potential solution.

You didn't think of it until I pointed it out, didn't you? #Tongue

I was not going to do anything.

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Madin
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Joined: 05 Apr 2009

PostPosted: Thu Oct 03, 2019 12:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is the tech Observation Post.
Once captured, it reveals a large part of the fog of war around itself as long as it is occupied.

I added this to replace the C&C3 Subway entrances (which were part of the Tech Subway Hub structure that could be captured by an engineer).
The Tech Subway Hub was replaced by the Veteran Academy, so this structure will appear on stages that have that structure!



ObservationPost_03.jpg
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ObservationPost_03.jpg



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Madin
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Joined: 05 Apr 2009

PostPosted: Fri Oct 04, 2019 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

And here is the Tech Garage structure!

Capturing this will heal all of you and your allies vehicles!

This structure replace the C&C3 EMP control centre.



TachGarage_02.jpg
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Madin
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Joined: 05 Apr 2009

PostPosted: Fri Oct 11, 2019 2:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Soviet Mortar cycle is a hit-and-run unit that is only available from a reinforcement support power.

The only way to gain that support power is for a Soviet commander to capture a Tech Airport (which is an asset that has not been completed yet).

This unit gives the Soviets the ability to use harassment tactics, although they are limited to using such tactics due to necessity of capturing the tech airport.



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MortarCycle_01.jpg
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MortarCycle_01.jpg



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Madin
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Joined: 05 Apr 2009

PostPosted: Tue Oct 15, 2019 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Trying out less house colour, which helps to slightly reduce the cartoonish nature!



SovietConyardRA3_05.jpg
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SovietConyardRA3_05.jpg



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Madin
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Joined: 05 Apr 2009

PostPosted: Tue Oct 22, 2019 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

This will do.



AlliedConyard_06.jpg
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AlliedConyard_06.jpg



SovietConyardRA3_06.jpg
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SovietConyardRA3_06.jpg



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