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[RA2/YR] Prerelease Nuke Silo
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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Fri Aug 10, 2007 1:05 pm    Post subject:  [RA2/YR] Prerelease Nuke Silo
Subject description: With Art code
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PreRA2 is a little ways off. I hoped for a summer release but that's too hard. It's august 10th already...

Credit goes to COMMANDER for the basis of this work. The buildup and around 75% of the snow base is his work (It was incomplete), and most of the tower animations. My work consists of the temperate frames, though the temperate buildup is mostly his as well. Basically it's around 50/50.
He was seriously one of the best traditional SHP artists the community has had, with his work including the amazing Peacekeeper silo. It's a shame he disappeared, though perhaps like every other modder who left back in 2002/2003, he will wash back up on the shores for CNC3. Razz

You know, on a side note, 2003/early 2004 was a pretty big time for modders leaving. We lost so many of the best people then. People who had been modding since 2001 and truly had some skill.


Anyways,
I think it turned out rather nice. The only qualms I have with the final product is that the base does seem a little bright in the temperate frames.



Art Code:
Code:
; --- NUCLEAR MISSILE SILO ---
;Idle
[NAMISL_E]  ;nuke silo
Normalized=yes
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes

;Idle
[NAMISL_ED]  ;nuke silo
Image=NAMISL_E
Normalized=yes
Start=1
LoopStart=1
LoopEnd=2
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes

;startup, transition to charged
[NAMISL_F]
Normalized=yes
Start=0
End=8
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
StartSound=NuclearSiloReady

;startup, transition to charged
[NAMISL_FD]
Image=NAMISL_F
Normalized=yes
Start=9
End=17
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
StartSound=NuclearSiloReady


;looping, charged
[NAMISL_G]
Normalized=yes
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes

;looping, charged
[NAMISL_GD]
Image=NAMISL_G
Normalized=yes
Start=1
LoopStart=1
LoopEnd=2
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes

;shutdown, transition back to idle
[NAMISL_H]
Normalized=yes
Start=0
End=8
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes

;shutdown, transition back to idle
[NAMISL_HD]
Image=NAMISL_H
Normalized=yes
Start=9
End=17
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes



Nuke Silo.zip
 Description:

Download
 Filename:  Nuke Silo.zip
 Filesize:  649.91 KB
 Downloaded:  1854 Time(s)


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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 10, 2007 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's only one thing I would like to be changed. The nuclear material - logo. It should point out South-West instead of only South. It is in conflict with the tower, if you know what I mean.

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Fri Aug 10, 2007 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wink



nukesiloold.PNG
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nukesiloold.PNG



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 10, 2007 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Eh?

EDIT: Is that from the pre-release picture?

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Fri Aug 10, 2007 2:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yuri o07 wrote:
Eh?

EDIT: Is that from the pre-release picture?


Yes. Razz

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 10, 2007 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

From the pictures you posted, it doesn't look "a full copy" of the original.

EDIT: Lol, where did your post go? :3

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Fri Aug 10, 2007 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yuri o07 wrote:
From the pictures you posted, it doesn't look "a full copy" of the original.

EDIT: Lol, where did your post go? :3


Nope, because I tried to make it fit in with the retail game. I do have "A full copy" version, but I'm not releasing it.

My post got eated! :3

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 10, 2007 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well can you at least fix the nuke logo?

EDIT (Not again!): Btw, I think I know why Westwood originally changed the style of the Nuke Silo. The flying missile would simply show on top the tower Embarassed

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Last edited by Crimsonum on Fri Aug 10, 2007 2:29 pm; edited 1 time in total

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Fri Aug 10, 2007 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yuri o07 wrote:
Well can you at least fix the nuke logo?


But that's how westwood had it in the prerelease screenshots! Razz

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 10, 2007 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bollocks! It just doesn't look right #Tongue

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Fri Aug 10, 2007 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yuri o07 wrote:
Bollocks! It just doesn't look right #Tongue


Dude, I really don't have time to go back and change every single frame just so you can be happy! Laughing

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 10, 2007 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Snap, I didn't remember all the animations...please forgive me #Tongue

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Gaffel
AA Infantry


Joined: 27 Mar 2006

PostPosted: Fri Aug 10, 2007 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

good work but I rader stick with orginal one..

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NiGhtPiSH
Cyborg Soldier


Joined: 19 Aug 2006
Location: Sofia, Bulgaria, Yellow Zone

PostPosted: Fri Aug 10, 2007 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I always loved the pre-release style of RA2. This silo makes no exception. Jusdt to go back home and check it ingame on my Pc Smile

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Sat Aug 11, 2007 1:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Here's a tiny preview of my mod-exclusive version:



Not quite done, but getting there. Perhaps I'll release it, but doesn't really suit the retail game at all.

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sat Aug 11, 2007 5:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Why do you torture us so? Why, why, why....

In other words, great work.

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Clarkson
General


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

PostPosted: Sat Aug 11, 2007 6:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Because he is an attention whore, duh.

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Sat Aug 11, 2007 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Carnotaurus wrote:
Because he is an attention whore, duh.


Not really, I was just illustrating the fact that it wouldn't fit ingame without everything else being similarly styled.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Aug 11, 2007 11:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

That has to be the lamest excuse I've ever heard Rolling Eyes

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Aug 12, 2007 12:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Not only that but the missile wobbles alot when moving up... Confused

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Sun Aug 12, 2007 11:45 am    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ wrote:
Not only that but the missile wobbles alot when moving up... Confused


No it doesn't Confused

Mig Eater wrote:
That has to be the lamest excuse I've ever heard Rolling Eyes


It wasn't an excuse, it's a fact.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Aug 12, 2007 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Stop flaming this guy now. I have no idea what he has done to get so much flaming, nor I don't care. I'm eager to see more of his work, so shut up.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sun Aug 12, 2007 12:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I concur with Yuri, lay off guys Rolling Eyes, there is no rule saying that he has to release them when you want him to, he's made the shp so he has the right to do with it as he pleases.

Good nuke, cant wait to see the buildings released Smile

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sun Aug 12, 2007 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree with him on the idea of everything needing to be similarly styled for it to fit in; the first thing I look for in a voxel is how it would look beside the other voxels I have ingame.

How's the soviet wall coming along?

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Sun Aug 12, 2007 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Godofgamers wrote:
I agree with him on the idea of everything needing to be similarly styled for it to fit in; the first thing I look for in a voxel is how it would look beside the other voxels I have ingame.

How's the soviet wall coming along?


Art-wise, the soviet walls are finished. However, I have not positioned them for use in SHP frames, nor have I started that process at all.

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sun Aug 12, 2007 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see. I look forward to seeing them; they look kickass.

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Sun Aug 12, 2007 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you wish, you can convert them for your own use, it will be awhile before I get around to doing it. Smile



presovietwall.PNG
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presovietwall.PNG



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Aug 12, 2007 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice work, but the spikes...shouldn't they be in the other side also?

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Sun Aug 12, 2007 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yuri o07 wrote:
Nice work, but the spikes...shouldn't they be in the other side also?


Nope

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Aug 12, 2007 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

You do some nice shp work. Awesome job on the Silo!

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sun Aug 12, 2007 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

BrianPrime wrote:
If you wish, you can convert them for your own use, it will be awhile before I get around to doing it. Smile


Thanks, I'll get to work on that. If you want, I can send you the finished SHP.

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Anderwin
General


Joined: 16 May 2005

PostPosted: Sun Aug 12, 2007 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice silo.

The new walls are kickass.
Please send them to he then he can release it =)

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Sun Aug 12, 2007 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Godofgamers wrote:
BrianPrime wrote:
If you wish, you can convert them for your own use, it will be awhile before I get around to doing it. Smile


Thanks, I'll get to work on that. If you want, I can send you the finished SHP.


Ooh, that'd be really awesome. Would save me a bit of time. Smile

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GlaWorker
Medic


Joined: 01 May 2022

PostPosted: Sun Jul 21, 2024 7:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Why namisl.shp and ngmisl.shp is empty? Nothing is displayed for me after construction!

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Artraiden
Medic


Joined: 23 Apr 2017

PostPosted: Sun Jul 21, 2024 7:33 am    Post subject: Reply with quote  Mark this post and the followings unread

GlaWorker wrote:
Why namisl.shp and ngmisl.shp is empty? Nothing is displayed for me after construction!


This is special fake image, real image uses idle animation from namisl_e or namisl_ed for damaged

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