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Post Apocalypse work
Moderators: Fallout Wars Moderators, IVI
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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Thu Mar 29, 2007 5:05 am    Post subject:  Post Apocalypse work Reply with quote  Mark this post and the followings unread

hi, as promised, the work I did (and still doing) in C&C TS: Ascending from Ashes: Asian Anarchy is compatible with Fallout Wars: A Post Apocalyptic RTS Game.

many of you have probably already seen this, but I'll post it here anyway #Tongue. besides, something has to be put into the art section #Tongue. but don't worry, I still have tons to do. and I'll do those when I finish the damned exams Mad

so have a look Smile



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Last edited by IVI on Mon Apr 02, 2007 3:33 pm; edited 2 times in total

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Thu Mar 29, 2007 5:09 am    Post subject: Reply with quote  Mark this post and the followings unread

here's some more



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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Apr 06, 2007 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

i like the work you've done. I think that the super high grass should have sandbag=yes or something similar... make it to where if units run it over, that i'll be knocked down.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Apr 06, 2007 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I think that the super high grass should have sandbag=yes or something similar... make it to where if units run it over, that i'll be knocked down.


Yes... But then infantry won't be able to run through the grass... Neutral
Very nice work there, IVI... I especialy love the civilian vehicles and the chinese buildings... The huge office buildings in the last picture are very nice too. Keep up all this work, i'm sure that this mod will be all but a disapointment. Smile

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Natus
Rocket Infantry


Joined: 12 Sep 2003
Location: In my own little world

PostPosted: Mon Apr 09, 2007 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

So far so good, promising work.

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Empire Earth: The AI doesn't build their bases in a logical fashion, but has superb offensive and defensive capabilities.
Red Alert 2: The development team was stoned during this part of the programming.

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Mon Apr 09, 2007 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

IVI, your buildings and your mod is impressive, though I must say that some of them don't look as good as the others.

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Tue Apr 10, 2007 3:47 am    Post subject: Reply with quote  Mark this post and the followings unread

which ones? Smile

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Team Black
Defense Minister


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

PostPosted: Tue Apr 10, 2007 4:35 am    Post subject: Reply with quote  Mark this post and the followings unread

do the hedgehogs have a use, or are they just for decoration?

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Tue Apr 10, 2007 4:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

IVI wrote:
which ones? Smile


In urban1.png and urban2.png, the building composed by the two connected blocky towers (lower right in urban1.png and central top, in urban2.png); it looks too blocky and simple in comparison to your Asiatic buildings and the other tall building in the central left in urban2.png

In ruins2.png, the building near the shroud in the lower left corner, looks odd, maybe is too simple, in comparison to the others, or has too little contrast.

The other buildings look perfect IMHO, though some might have too much contrast in the windows (Asian style buildings); just remove the black borders #Tongue

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Wed Apr 11, 2007 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

the brush is the same as clear, same stats same movement effects... in short, they're just ambiance enhancers.

@ Machine: ok, thanks for the feedback... i'll make better buildings next time Smile .... and you're right about the apartment complex (the weird looking building) I was too lazy to improve on it further... as I recall spending an hour on the texture already.

as for the chinatown windows, if you happen to live in a traditional chinese house or have seen one, you'll see that the panes have that contrast by essence of the dark frames and the light colored space fillers (I forgot what to call them)



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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Wed Apr 11, 2007 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wink I know that IVI, but I was referring to the building with the blue roof in urban1.png it's windows borders are too dark(black) in comparison to the building next to it: Anyways it's a very small issue that most of the people wouldn't care. #Tongue

better buildings next time, I guess that I won't have fun destroying them; too much perfect to do so Laughing

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Thu May 03, 2007 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

sorry for the lack of progress, you know the reason... pc crash. but still, I repaired it to tolerable conditions, but I can't get 3d programs running... and it still crashes frequently. BUT, I was able to work on the 2d feature of the mod... so here's two new civie buildings.

In case you're wondering why I'm making so much civies, the reason is because I want to make my cities as dynamic and unrepetitive as I can. I don't want people to say "hey, I've seen that building over there! wait... and there too! and there! and there! and there!......" or, even if some buildings are repeated for one campaign scenario, I want civies on the next scenario to be different and likewise for successive scenarios...

the two new buildings are the white concrete ones on the lower left hand corner... the vehicle parts distribution building and the vehicle parts assembly line



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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu May 03, 2007 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

They are nice however I think they are a bit too bright. It looks like happy-funland compared to TS stuff.

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Fri May 04, 2007 1:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

well, it's no mistake. I purposedly colored them that way. they're meant to be on the light-colored side because they're supposed to be medium tech industrial buildings.

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Team Black
Defense Minister


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

PostPosted: Sat May 05, 2007 7:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think you should make some buildings with curved edges/sides, for diversity. Not sure how difficult that might be, though that would make it look really spiffy.

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The Fall of Hammerfest - Epic Tiberian chain story

Tiberian Odyssey mapping department. Discord
The Team Black Index

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Sun May 06, 2007 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

most of the buildings I make are basically cubes and boxes in order to resemble a retro-futuristic thema like the fallout games (and also, because cubes and boxes are VERY easy to do #Tongue)

but sure, I'll make some cylindrical structures right away, about time I moved to other things Smile I'll post pics when they're done.

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