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Junk Resource
Moderators: Fallout Wars Moderators, IVI
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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Wed Apr 11, 2007 2:22 pm    Post subject:  Junk Resource Reply with quote  Mark this post and the followings unread

here's the "Saints' Graveyard" a large patch of land filled with junk in a map for C&C TS: Ascending from Ashes.

it's a demonstration of the junk resource Smile which atm is 90% complete



basuraland.PNG
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'basura' means trash in Filipino
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basuraland.PNG



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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Wed Apr 11, 2007 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I recently finished the "Junk-Processing Vault Exit".

Concept: I dont see how blossom trees can possibly spawn junk. It looks terribly absurd (not to mention hilarious). So I made a Junk Processing Vault exit instead.

after a period of time, the Junk Processing Vault processes lots of scrap materials that may actually be reused. When it does, the processed junk are loaded onto special platforms that are pulled upwards by lifts. When the platforms reach ground level, the junk on it are moved by conveyor belts towards the exit. the vault exit opens and the junk are deposited outside the vault. the junk is now ready for pickup.



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junk exit.PNG
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junk exit.PNG



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Team Black
Defense Minister


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

PostPosted: Wed Apr 11, 2007 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

this has got to be the best tiberium replacement I've ever seen!
Not too many ways to make a believable junk-spawning thinger, but the processing-exit is as good as any

I also like how the units camouflage in the junk..

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Oshog
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Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Thu Apr 12, 2007 12:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hell yeah! With that method, you could make RA1 and RA2's ore actually believeable. Very Happy

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Thu Apr 12, 2007 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

first off, I want to credit El D34dlyto for the suggestion of underground junkyards with exits that where the junk could possibly come from. I just modified the idea and turned up with the underground junk processing facility with the exits as vault doors Smile

anyway, the spew animation is done for two variations: the SE facing exit and SW facing exit



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junk vault.PNG
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junk vault.PNG



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THE Protagonist
Commander


Joined: 19 Apr 2006
Location: The Etto

PostPosted: Thu Apr 12, 2007 1:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow, amazing what textures can do to a building!

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Team Black
Defense Minister


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

PostPosted: Thu Apr 12, 2007 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh i get it; so the spore animation is replaced with doors?
ingenious!

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Thu Apr 12, 2007 3:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

it's really annoying, when I try to export the SHP as a gif the colors are ruined. so I can't show you. Neutral

but yes, the Vault doors open and junk come tumbling out. then the vault door closes again Smile

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Apr 12, 2007 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

use PsP to convert the .pal file to a Jasc palette file
then use that palette for the .gif

once you've got the hang of it, it will take no time at all Wink

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Team Black
Defense Minister


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

PostPosted: Thu May 31, 2007 7:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just had another idea for this:

Instead of having traditional tibree logic spawn tiberium, make repeating map triggers spawning vehicles/traffic and stuff, that spawn junk when they blow up.

The players will have to destroy them to collect their reources.
The only thing is, it might spell disaster for AI, although I don't think it would be impossible to work out...

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Thu May 31, 2007 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

It'd work if you could give the Harvester a weapon. Too bad this isn't for YR.

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