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C&C: World War 4ever
Moderators: Generals Moderators, Global Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
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*blackheartstar*
Vehicle Driver


Joined: 28 Feb 2007

PostPosted: Sat Mar 17, 2007 7:43 pm    Post subject:  C&C: World War 4ever
Subject description: The History: Death and Rebirth
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C&C World War 4ever is the name Ive decided to go with for my Yuri mod. Ive been working on it on and off for more years than I care to admit in my spare time of which is very limited. It started as a Yuri to Red Alert stat for stat total conversion useing Yuris updated engine and graphics. I was attempting to create new buildings that would seemlessly mesh into the standard Yuri buildings with some success you can see the humble beginings here http://www.sleipnirstuff.com/forum/viewtopic.php?t=7245&highlight= and here http://www.sleipnirstuff.com/forum/viewtopic.php?t=7212&highlight= . I was also working on a every C&C in Yuris mod that I repicked up and dropped in 2003 mentioned here http://www.sleipnirstuff.com/forum/viewtopic.php?t=2959&highlight= .

Heres a screen of the latest updates to those buildings

Ages later Im still working on the Yuri to Red Alert mod when Daz releases It came from Red Alert just months ago and accomplished everything I was going for only better. I love that mod. Seeing as I was bested out flanked what ever at first I was going just drop my mod as I could never out do ICFRA.

Since then Ive decided to go a new rout with my mod at first I proposed this new idea on Dazs ICFRA forum. As he could do it but make it look better than I ever could. After no reply I set out to recreate my mod graphicly at first I was intrested in the idea of learning 3d modeling but I varily have time to mod as it is and it seems 3d modeling take quite some time to get down. That option was shot down, and a new idea cam forth an idea that looks like this


All buildings properly fit into RA2s building placement system and properly retain all of there animations. Ive learned a great deal about building/animation logics durring this little outing Smile

Right now I only have two problems that I cant workout. 1 War Factory exit path, and 2 Mig and Yak posedir upon landing. Both of these Ive dropped in the RockPatch votelist, but they could probably use afew more votes Sad This wont stop me from completeing it though... years down the road it would seem Laughing

This mod will have 4 different factions broke in to 6 countries.
Allies:
Red Alert
Aftermath

Soviets
Red Alert
Aftermath

GDI (will replace YuriCountry)
Tiberian Dawn

Nod (will take full advantage of the RockPatchs 4th side logic)
Tiberian Dawn

The mods name follows as if Red Alert and Tiberian Dawn happened in the same timeline. 4 sides 4th major war World War 4ever.



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Lee
Jumpjet Infantry


Joined: 24 Feb 2005
Location: Nottingham, England

PostPosted: Sat Mar 17, 2007 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, not bad really, for a 1 man mod team, made more progress than some mods here and I haven't seen you around the community before so welcome. Hang around and you will learn more modding skills and you will be able to advance your mod further.

Keep it up Smile

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*blackheartstar*
Vehicle Driver


Joined: 28 Feb 2007

PostPosted: Mon Mar 19, 2007 1:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the kind words Smile

Though Ive been around for ages come and go every few years, but since Im down to one full time job now (first time in 6 years) I should have alittle time to mod daily Very Happy

This week Im going to convert the origenal TD GDI buildings in RA2. Should be fun Wink

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Mon Mar 19, 2007 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've always wanted a mod like that. Just make sure you do some editing on the buildings - you know, some more details here and there.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Mar 19, 2007 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is most likely just me...but is that Iron Curtain deformed looking, and why go back to the crooked buildings?
Just some constructive criticism...
Otherwise, looks good and I like the Soviet Airport, an actual one that fits the design perfect.

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*blackheartstar*
Vehicle Driver


Joined: 28 Feb 2007

PostPosted: Tue Mar 20, 2007 2:01 am    Post subject: Reply with quote  Mark this post and the followings unread

El D34dlyto: After I get all of the buildings properly converted I was planning on touching then up. Add smoke to the stacks properly place the damagedfire/smoke locations. Any suggestions for other small touch ups I could do?

4StarGeneral: These are the origenal Red Alert buildings. As I stated in the history above I was going to use origenal RA2 styled buildings and just cover Red Alert. Then ICFRA came out and it would be repetitive for there to basicly be two of the exact same mod. I looked into 3d modeling from there but due to work I dont have time to pick up the skill. So the next best thing was to use the origenal Red Alert and Tiberian Dawn buildings. As for the Iron Curtain do you mean deformed or misscolored? The odd color is from the super ready animation. Deformed well yes Smile

Should I go back and use the origenal .shp ground vehicles? I didnt from the begging since they can only have 8 facings as opposed to 32.

or

Should I use the style of voxel tanks found in the .mix? You know full remappable voxel tanks.

or

As I am now continue using public voxels and edit them to fit?

Any and all criticism is welcome Smile

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue Mar 20, 2007 10:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, some better outlines, beter coluratiron generally, some metal plates here and there. A flag animation maybe. You know, just to make them really, really good.

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Tue Mar 20, 2007 11:10 am    Post subject: Reply with quote  Mark this post and the followings unread

either is a good choice...I suggest however that you use voxel debris either way in your mod. Add in a little explosive flare to all the RA-ness...i mean, this game has 3D debris effects, why not use em?

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