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Tiberian Sun:Warzone
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Robopope99
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Joined: 05 Feb 2007

PostPosted: Thu Mar 15, 2007 4:49 am    Post subject:  Tiberian Sun:Warzone Reply with quote  Mark this post and the followings unread

I know Im relatively new to this site but I have some modding skills under my belt. Im currently working on a mod that involves 3 sides and is going to be well balanced.

Basic storyline
Warzone takes place after firestorm after the destruction of cabal. Earth has become hellish with strange new fonas and tiberium growth. To not have some sort of mutation is rare.
nonetheless Nod continues its research in tiberium warfare and is trying to bring on a new age. Since most of the population of earth has mutation of some sort, more and more join the Forgotten. Their Guerilla tactics are unmatched. GDI grows weaker and weaker every passing moment from continuous assaullts and lack of resources. GDI has to constantly upgrade and develope new war machines to combat NODs evolutionary tiberium, weapons, even with the loss of Cabal. Little does GDI know that Nod plans to reconstruct Cabal, but better and more sinister yet...

I know the story line isn't complex, but I plan for the mod to be used mostly for either multiplayer or skirmishes

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Robopope99
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Joined: 05 Feb 2007

PostPosted: Sun Mar 25, 2007 6:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

progress



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Team Black
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Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sun Mar 25, 2007 7:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

well good luck on this one, I see good stuff so far.
I'd make the MLRS turret a little bigger though in porportion to the unit..

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Clarkson
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Joined: 25 Aug 2004
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PostPosted: Sun Mar 25, 2007 9:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

*Yawns* Unoriginal idea for a mod. Why is it that people cant come up with better things for this 'dynamic world of Tiberium'? except for the same 'lol GDI fight Nod, new weapons!!1' I see nothing to set this mod apart from the other Tiberian Sun mods.

JANETSM

Just Another Non Existant Tiberian Sun Modification.

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bonzy_buddy
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Joined: 31 Oct 2006

PostPosted: Sun Mar 25, 2007 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I disagree with you. A md doesn't necesarily need a good context to be funny to play. It can be ol'GDI against Nod but have a kickass gameplay. TS's gameplay was pretty poor actually, not very strategic.
I prefer poor story and solid gameplay than the contrary.

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Robopope99
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Joined: 05 Feb 2007

PostPosted: Sun Mar 25, 2007 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was primarily going to focus on the gameplay anyways so I made up I crap story in the last minute or two. The mod itself though is thought out. At the moment I currently am doing the unit list. Its pretty damn long to read but seems fine to me. One of the things I was going to have in my mod was stolen tech similair to RA2. When you capture certain buildings of another team you recieve experimental units that meld important elements of both teams. The mutants themselves are a large faction now that has access to militia oriented vehicles, and abandoned Nod and GDI tech. The abadoned stuff is going to be completely different from the original tiberian sun stuff, and is going to only play a small factor for the mutants.

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Clarkson
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PostPosted: Sun Mar 25, 2007 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Im just saying...how many TS mods out there do NOT follow the same cliches?

Ooh lets give GDI the Mammoth Tank, a twin-barrel'd Titan. Nod can get an above-ground flame tank! And omg omg lets make hover harvesters!

Just...dude, try to make the mod stick out a bit..please, somehow. Have like a nuclear holocaust or Nigras blocking all the pools to make it interesting, anything. I mean, damn, this has potential, but do something unique with it.

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IVI
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Joined: 25 Jun 2006
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PostPosted: Mon Mar 26, 2007 6:01 am    Post subject: Reply with quote  Mark this post and the followings unread

that red-headed tank you've got there.... isn't that my originally blue light tank? if it is, don't forget to give credit robopope Smile

btw, i think your mod looks ok, just keep working on it to make it stand out from all the rest. and your titan Mk.II looks great! looks like it can finish a base on its own #Tongue.



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Robopope99
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PostPosted: Mon Mar 26, 2007 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

@IVI: yeah it is your tank man, i couldn't think of a better one to fit as a scorpion tank.Im' going to work on some btter textures for it. you do awesome voxels, and of course I'm going to credit you. thanks. Smile

@Desu:

You know what you are totally right. I'm going to make a much better story than that crap I posted as an excuse.

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IVI
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Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Mon Mar 26, 2007 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Robopope99 wrote:
@IVIY: yeah it is your tank man, i couldn't think of a better one to fit as a scorpion tank.Im' going to work on some btter textures for it. you do awesome voxels, and of course I'm going to credit you. thanks. Smile


thanks Smile
actually, it looks much better now that you've modified it... I was actually too lazy to improve it Very Happy .. but you made it look better.. at least, I think so Smile .

as for your story, why not join me in the Post Apoc genre (ok, I'm in general NOT a geek of anything. but I admit it... for the PA genre I make an exception Laughing). I'm sure you're savvy of it?

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Robopope99
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PostPosted: Mon Mar 26, 2007 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hell yeah man. I was going to ask you If you would let me becuase its one of the themes in your mod.



New story:

Past:
After the destruction of GDI's Philadelphia, life became even more hellish. Nod conquered nation after nation and made astounding new discoveries in Tiberium Research, which they used on their more rebellious countries.
GDI was shattered entirely and was split up. The nations that formerly made up GDI had to fend for themselves. The U.S, being how they are, looked to desperate measures to fight the onslaught of Nod forces in Mexico,California, and Cuba. Even if they stopped the amassed armies there, it would be a minor difference in the War. The U.S. armies were eqquipped with a meager amount of prewar vehicles, such as the M1A1 Abrams main battle tank, and the Bradley IFV. Even the airforce was heavily diminished with only small amounts of Orcas and Strategic bombers. Nod for the hell of it still had the only Ion cannon. Therefore the U.S used its last and most deadly weapon, the nuke. In a last attempt to cripple Nod, they launched every single nuke in their armament.
The results were hot. Billions of lives were extinguished in the blink of an eye. The bombing of california, not only took out mexico, which was also bombed( severely damaging venezuela and colombia), but also more than half of America's west coast states all the way to Missouri.
Africa was completley obliterated as well as the Middle East. Russia was bombed three times, as well as Korea(North and South). Basically the whole world was razed. The U.S. successfully not only crippled NOD, but almost every country and Nation in the world.

Present:

Strangely enough, 25 years after the apocolyptic bombing, tiberium still flourished.
In fact it seem to grow the most where radiation was present. Tiberium mutated beyond reasoning and thus became more deadly with the mixture of radiation. Bizarre Tiberium Fona and Flora pack in moist climates all over the world. Not only that, giant, strange, floating tiberium spores fill the air with toxic chemicals. Tiberium no longer mutates people at a slow rate but begins to rapidly infest their body. Due to this fact people with mutations die faster or become horribly disfigured, while tiberium growths assualt the brain.

The remaining Nod forces are scattered and most worldy powers extinct.
Mankinds last hope lies where the U.S did not bomb. While their is still Nod there will still be war. Now terrible wars betwwen the remaining sides are fought for these lands, which are now considered sacred because they can sustain life.

In this world the only nations strong enough to figh for the sacred lands, are the U.S, Nod, and the Chinese( China was only partially bombed).

China is lead by a mysterious dictator who still has to show his face. China by far is the most tecgnologically advanced, with its remaining mechs, tanks, and elite soldiers. The U.S remains a democracy and has to scrap together what it can to make a military with prewar titan prototypes armored with old fashoined explosive reactive armor, and Its prewar tanks. NOD seems to come up with new tiberium weapons daily due to its increased potency. The forces of NOd though have benn gratly debilitaed with the loss of advaned tech.

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IVI
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Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Mon Mar 26, 2007 5:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Robopope99 wrote:
Hell yeah man. I was going to ask you If you would let me becuase its one of the themes in your mod.


haha, dont give it a thought Smile . I'm not the one who invented the whole PA genre... and even if I did, it would be nice to have more peeps taking interest in it Wink .

nice connection with Tiberium and Nuke Apoc by the way, better than I can think off. Wink

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Robopope99
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Joined: 05 Feb 2007

PostPosted: Mon Mar 26, 2007 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Honestly, would this work as a pre tiberian sun titan prototype? I based it of of the idea that the mech would be sort of evolutionary of the tank and would have sort of tank-like characteristics to it. The original titan artwork looks sort of that way.



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Team Black
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Joined: 25 Sep 2006
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PostPosted: Mon Mar 26, 2007 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interestng,, don't think I've seen that before...

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Red Dragon
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Joined: 23 Feb 2006
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PostPosted: Mon Mar 26, 2007 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't think that's stable enough to stand. Or it must have something (like a contr weight or a pin in the ground-->deployment fase) to stand. But still then it doesn't seem stable enough to walk. (loop is too long, maybe also a bit too heavy).
For the rest, I see intersting progress here.

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Robopope99
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Joined: 05 Feb 2007

PostPosted: Mon Mar 26, 2007 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

well I'll see what I can do. For the moment I'm kinda stuck. I've been working on an artillery peice for Nod but it doesn't turn out quite right. Either I need someone to make this for me Or I'm going to have to make a SSM launcher or MLRS Instead to substitute for Artillery.
If anyone could make this or something similair that would be kickass.



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Clarkson
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PostPosted: Mon Mar 26, 2007 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

The G6 Rhino mobile artillery? Check the spotlight voxels forum, there should be one posted in there AFAIK.(Near the very back.) or just convert Renegades. But the only major problem i see with this is the wheels are WAAAY too small, make em bigger, remove that front bumper or nudge the front wheel back, and the back two are obviously too low down.

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Robopope99
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Joined: 05 Feb 2007

PostPosted: Tue Mar 27, 2007 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

The G6 arty is good, I just think I'm going to make an original artillery thats different.


Here is the new Nod light tank instead of the red topped one. Those brown things on the top are supposed to be extra storage containers because of lack of internal space.

And don't go thats a horrible defnsive postion because its vulnerable to air units etc, cause its just a promotional shot.



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IVI
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Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Tue Mar 27, 2007 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow! it looks nothing like the bland blue tank it used to be.... you've made a masterpiece out of it.... great work!

as for your long barrelled titan: in concept, it could be balanced... if there were some heavy-duty gyros on the mech... but while a very long barrel does look cool (your mech does look cool Wink ), it's not combat efficient... so you might want to decrease it a bit Smile

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Robopope99
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PostPosted: Tue Mar 27, 2007 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey thanks man Wink , The blue tank you let me use had the perfect dimensions for the scorpion tank. Last night Iworked on some concept sketches and decided to spice up the tank. Dude I should shorten the barrel, I thought the mech looked wrong too. The render I did was sort of just an idea I had. Smile

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Robopope99
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PostPosted: Wed Mar 28, 2007 1:06 am    Post subject: YAY for pogress!! Reply with quote  Mark this post and the followings unread

In pic the new Nod Light Reconnaissance vehicle, plus new terrain, and for the hell of it a destroyed titan!



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IVI
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Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Wed Mar 28, 2007 2:19 am    Post subject: Reply with quote  Mark this post and the followings unread

now that PWNS... and the destroyed titan fits in perfectly. Smile are you going to implement unit corpses like I do? Question

If you are, here's how I do it Idea :

1.) make a destroyed image of the unit (in photoshop, paint, or SHP builder)

2.) make a two-frame animation of that destroyed image superimposed exactly on the same spot, for teh 2 frames.

3.) code in art.ini with rate=1

4.) code in rules.ini to appear to specific units


downsides: I have 4 destroyed orientations for each vehicle that I make. I do this to decrease redundancy. unfortunately, I can't code a specific orientation to appear WHEN the vehicle is facing the same way as the destroyed anim Confused . as a result, when looking closely, it appears somewhat queer that a tank is suddenly flipped 120 degrees after it was hit by a kinetic round Laughing . but at least it adds battlefield ambiance Wink .

if you can come up with a better solution to this, I'd be the first to want to know Very Happy

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Robopope99
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PostPosted: Wed Mar 28, 2007 3:10 am    Post subject: Reply with quote  Mark this post and the followings unread

i'm actually going to research into it because I was going to have battlefeild corpse too. I kinda got the idea even before the exodus alpha came out. I think when I played the vehicles were oriented but its been such a long time. Thanks for the tips though and if I find a better way to orient the remains you'll be the first to know.

It might take me Awhile cause I'm working on Nod units right now.


New Idea
I have an idea for a team to replace the Chinese. I haven't come up with a name yet, but I was thinking that China isn't the only Country pissed at America, Nod, and Terrorists. So I was thinking an Alliance between the pathtic remains of Russia, along with the other surviving asian nations would be reasonable. The americans will be most like its former GDI parent with the same good o'l gold scheme, yetya bit more weatherd and chipped. Im thinking that this new alliance is going to be communist and is tired of the U.S getting into other's businees and controlling nukes, plus the intense hatred felt for the bombing anyways. I also want to add a complication where this new alliance wants to purge the world or sacred havens of the unpure or the mutants. Sort of a massive genocide. To make sure their own soldiers don't get mutations, they will bge equipped with an exoskeleton of armor that can sustain SA fire and is protective against radiation and some tiberium. This new alliance will focus on a new equal world controlled by the military, free of tiberium and mutants.
Plus they'll get some nice vehicles and infantry equipped with flame throwers to "purify" there enemies.

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IVI
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Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Wed Mar 28, 2007 3:59 am    Post subject: Reply with quote  Mark this post and the followings unread

your story seems to be getting better and better.. and I think by the time you're done with it it'll be vrey good. keep it up Wink

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Robopope99
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PostPosted: Wed Mar 28, 2007 4:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for all the support man Smile

Question Do you use 3D canvas for your buildings and doodads? Cause if you do can you get it to render in isometric veiw?

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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Wed Mar 28, 2007 7:20 am    Post subject: Reply with quote  Mark this post and the followings unread

the terrain is a bit repetitivie, and try to get rid of that shiny effect as well, unless thats what you intended.

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IVI
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Joined: 25 Jun 2006
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PostPosted: Wed Mar 28, 2007 10:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Robopope99 wrote:
Thanks for all the support man Smile

Question Do you use 3D canvas for your buildings and doodads? Cause if you do can you get it to render in isometric veiw?


I use 3dcanvas for more complicated architecture like skyscrapers, buildings with terraces and complexes Smile . everythings else I do with paint and SHP builder.

everything people say about 3dcanvas is true.... it's good for learning, as far as learning goes. but if you can get 3dsmax then you should do so without thinking twice Smile

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Last edited by IVI on Wed Mar 28, 2007 1:42 pm; edited 1 time in total

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Oshog
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PostPosted: Wed Mar 28, 2007 12:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice, really nice stuff I see in here. The destroyed Titan is just made out of WIN.

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Aro
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Joined: 10 Sep 2006

PostPosted: Wed Mar 28, 2007 1:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

This mod is actualy looking quite good... Please make a large variation of LAT Tiles, so it does not look repetetive. Wink

Good luck... Need any help with anything let me know.

(I'm already up to my neck in mapping request's, but i just love helping) Very Happy

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Robopope99
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Joined: 05 Feb 2007

PostPosted: Wed Mar 28, 2007 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

i'll work on the LAT and try to not make it look so repetitve or shiny. what I was trying to do was make it looked cracked and dry to fit in with my post apoc theme. i don't have photoshop, but I used a texture generator to try to add structure to the LAT. I kinda need help with terrain editing.

I do have a 3D program which is good for infantry and mechs. I just can't get it to render in isometric veiw. thats what happens when you look for cheap alternatives to 3dsmax, still cost me 70 bucks.

@Aro: When I fix the LAT tiles I'll have some maps i'll need done. I can do some mapping myself, it will just be nice with a pro like you helping out. Smile

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IVI
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PostPosted: Thu Mar 29, 2007 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm looking for a way to make mudcracked ground myself.... I'm actually working on it atm Smile . but believe me, your cracked ground looks nice... though it will be loads better if you'd edit it a bit in photoshop or a similar tool by blurring it a bit (I didn't have photoshop at first myself but I found out that I really need it so I got myself one).

and you're right. 3dcanvas can't render isometric also Confused ... 3dsmax pwns all Idea

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Robopope99
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PostPosted: Thu Mar 29, 2007 4:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Well the ever common Tiberian Sun has encountered an internal error and needs to quit is rearing its ugly head at me for the moment. I fixed i once then when i loaded my maps it was fine. Next time I played tiberian sun and started up a game guess what I saw... Mad

It's no big deal but I at least took two screenshots of the edited terrian...

too bad it didn't have the new arty in it. Sad

just to let everyone know, I'm going to try to work on this mod as much as possible, but I might be hospitalized fo a while cause Iv'e had this nasty brain issue for a couple of months. I get tested every other day with random CTS, MRIS, blood panels, urine, Shit theyv'e also tried me on a horrible ophiate called Staydol. I've had a lot of down time so Iv'e been able to progress on this mod In my spare time.

So progress is probably going to sporadic. I don't give a damn If you care or not but I'm doing the best I can.



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IVI
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Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Thu Mar 29, 2007 4:41 am    Post subject: Reply with quote  Mark this post and the followings unread

your cracked ground is perfect!

and I'm sure I speak for everyone else when I say that I hope your condition is nothing critical.

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SaneDisruption
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Joined: 14 Feb 2007

PostPosted: Thu Mar 29, 2007 4:42 am    Post subject: Reply with quote  Mark this post and the followings unread

ztype in a that terrain is godlike... totally gets me amped about my mod Very HappyVery Happy. and btw, im sorry to hear about your issues man, my heart goes out to you, my little brother goes through the same shit... so i know what its like... not personally... but damn i am sorry to hear that. great job on the mod though, its coming along really nicely Wink

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Red Dragon
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Joined: 23 Feb 2006
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PostPosted: Thu Mar 29, 2007 7:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Terrain is very interesting to see and it fits very good in the story line of your mod.

Don't worry about the progress of the mod, you're health is more important Wink

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Clarkson
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PostPosted: Thu Mar 29, 2007 11:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Dude, that shit kicks ass. Shrink the infantry down by 25 percent, BTW, it looks better. Smile

And your buggy is real nice. Good improvement over WS' thing.

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Robopope99
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Joined: 05 Feb 2007

PostPosted: Fri Mar 30, 2007 4:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Well In my spare time I made sort of this tiberium diluted soil.



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Robopope99
Jumpjet Infantry


Joined: 05 Feb 2007

PostPosted: Fri Mar 30, 2007 4:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Well In my spare time I made sort of this tiberium diluted soil.



tiberium Soil2.PNG
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tiberium Soil2.PNG



Arty.PNG
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Arty.PNG



tiberium Soil.PNG
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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Fri Mar 30, 2007 4:29 am    Post subject: Reply with quote  Mark this post and the followings unread

omfg, that artillery... ztype'n a man! that soil is nice too, it would be cool if you could only have tiberium grow on that, that way you can contain patches of tiberium xD. it looks great robo, fantastic job yet again!!

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Fri Mar 30, 2007 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Er...might I recommend DCoder's INI checker? It'll help tons when you're trying to find some IE causers...

http://dc.strategy-x.com/checker That's the page for the program, it'll help you greatly.

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Robopope99
Jumpjet Infantry


Joined: 05 Feb 2007

PostPosted: Fri Mar 30, 2007 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

So it did. Well i decided to hav the cracked dirt as its own tileset as well as the tiberium ground. As you can see ingame only one of the tiles is visible for both of the new tilesets. I made sure no extra floating tmps were in my directory because that seemd to have an effect on it. In final Sun it looks fine. I need help so heres the code[/img]
Code:


[TileSet0082]
SetName =mine ground
FileName = mine
TilesInSet = 8
LowRadarColor = 60,40,0
HighRadarColor = 80,50,0
AllowBurrowing=false
RequiredForRMG = false
AllowTiberium = true


[TileSet0083]
SetName = mground fix
FileName = minelat
TilesInSet = 16
LowRadarColor = 60,40,0
HighRadarColor = 80,50,0
AllowBurrowing=false
RequiredForRMG = false
AllowTiberium = true


[TileSet0084]
SetName = cracked dirt
FileName = cracked
TilesInSet = 16
LowRadarColor = 60,40,0
HighRadarColor = 80,50,0
AllowBurrowing=false
RequiredForRMG = false
AllowTiberium = false
Morphable = true



not working.PNG
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not working.PNG



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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Mar 31, 2007 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Do you want hosting at PPM?

If the answer is yes, PM me the mod name and description for the main forum. And, if you want subforums, PM me their names and description for each of them Smile.

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