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CnC Saga
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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Thu Jul 10, 2008 12:38 pm    Post subject:  CnC Saga Reply with quote  Mark this post and the followings unread

G'day guys,
As some may have noticed in my TT topic and my sig I've been working on a CnC Saga mod for TS. I've got the TD/RA1 shps in TS format and they are ingame Twisted Evil . I was wondering if anyone could help with coding the Art.ini, I'm having some issues with getting the animations to show properly lol Laughing
Also anyone that has any suggestions etc are free to do so.

Eventual plan for the mod -

To have RA1/TD/TS/After TS in 1 game so you can play through the campaigns and vs each era against eachother Twisted Evil
There will be some changes due to engine limitations and other reasons, but I will keep the the style & as close the the real games as possible. Also some changes will be for balancing/realism purposes.
I will EITHER:
Have all sides era's on their respective side (eg: GDI TD/TS/TT all under 1 side) and u simply purchase the next era's MCV once u have a required building. OR I will have the era's as different sides (eg: GDI TD side, GDI TS side etc). Any suggestions on these ideas are welcome.
Now the pics:



WORKS.jpg
 Description:
Nod Airfeild ingame, no animations but its atleast the right colour and the remap works :D And yes I have fixed the green shadow, as you can see in the infantry pic.
 Filesize:  287.24 KB
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WORKS.jpg



inf comparison.jpg
 Description:
comparison of the infantry, left is TD inf and right in RA1 inf, I've decided to use the RA1 inf since they are identical to TD but are alittle larger and fit in TS's scale better.
 Filesize:  91.15 KB
 Viewed:  12463 Time(s)

inf comparison.jpg



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bartpp7
Soldier


Joined: 01 Jun 2007

PostPosted: Thu Jul 10, 2008 11:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

sounds interesting

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Fri Jul 11, 2008 12:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Here are what some of the shps look like (converted to gif lol #Tongue)
I just need some help getting the shps working ingame, I'm kinda new at coding shp. If no-one can help I will eventually learn, but having someone that knows that can help would speed the process up alot Laughing



nodairfeild.gif
 Description:
Nod Airfeild active animation
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nodairfeild.gif



nodairfeildmake.gif
 Description:
Nod Airfiled build animation
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nodairfeildmake.gif



tesla.gif
 Description:
Soviet Tesla Coil
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tesla.gif



RAE1.gif
 Description:
RA1/TD rifleman
 Filesize:  400.16 KB
 Viewed:  12416 Time(s)

RAE1.gif



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bartpp7
Soldier


Joined: 01 Jun 2007

PostPosted: Fri Jul 11, 2008 4:33 am    Post subject: Reply with quote  Mark this post and the followings unread

i hope the structures and unts can adapt to the TS graphics/engine

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Jul 11, 2008 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Lol, I never noticed that a damaged Tesla still uses all rings to power up #Tongue
Still, good luck with the mod Wink

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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Sun Jul 13, 2008 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Rico wrote:
I will EITHER:
Have all sides era's on their respective side (eg: GDI TD/TS/TT all under 1 side) and u simply purchase the next era's MCV once u have a required building. OR I will have the era's as different sides (eg: GDI TD side, GDI TS side etc).

There was some research with upgrades over on Tiberium Web that might let you use the first method. Also, are you going to have missions that take place between TD and TS? If you are, I have some mission ideas that you might want.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Mon Jul 14, 2008 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread

I was thinking about doing missions between the main wars (even between RA and TD etc)
Do you use MSN by any chance? If so PM me ur addy and we can talk on it, if not we can chat here or via PM Smile



infantry.jpg
 Description:
Some infantry ingame (rifleman, Grenadeir & Rocket Soldier)
 Filesize:  140.5 KB
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infantry.jpg



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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Tue Jul 15, 2008 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

An update for the days work, a GDI base up and running (dont mind the TS power plant in the buildlist, I havent bothered to change its requirements to a TS conyard Laughing ). I havent gotten around to the refinery yet Razz



mcv.jpg
 Description:
TD era MCV :)
 Filesize:  86.68 KB
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mcv.jpg



GDI base.jpg
 Description:
Early GDI Base
 Filesize:  395.49 KB
 Viewed:  12249 Time(s)

GDI base.jpg



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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Tue Jul 15, 2008 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

the mcv isn't shp is it? it won't look right going up hills

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Thu Jul 17, 2008 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

it's a shp, I wanted to have it look like the conyard when it deploys Smile

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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Sat Jul 19, 2008 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks pretty good. The infantry looks just like the ones in TD. They even have the same idle animations, from the looks of it.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Jul 19, 2008 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Longshanks wrote:
Looks pretty good. The infantry looks just like the ones in TD. They even have the same idle animations, from the looks of it.

:/

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sat Jul 19, 2008 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Err.... they are the infantry from TD/RA1 Laughing
Thanks tho. I still need help with Art.ini coding and even some shp work. Esp art coding lol, I'm having issues with the warfactory #Mad . Prob something silly, im still gettin the hang of shp coding Razz

The Warfactory wont show properly (see image below). Can someone tell me what could be causing this?:
Art code:

Code:

[TDWEAP]
Height=2
Remapable=yes
Normalized=yes
Cameo=WEAPICON
Foundation=3x3
Buildup=TDWEAPMAKE
DemandLoadBuildup=true
FreeBuildup=true
;BibShape=GAWEAPBB
UnderDoorAnim=TDWEAP_A
UnderDoorAnimDamaged=TDWEAP_AD
DeployingAnim=TDWEAP_2
DoorAnim=TDWEAP_2
DamagedDoor=yes
DoorAnimZAdjust=-500
DoorStages=10

; Active animation for GDI Weapons Factory
[TDWEAP_A]
Image=TDWEAP
Normalized=yes
LoopStart=1
LoopEnd=1
LoopCount=-1
Rate=350
Surface=yes
NewTheater=no
DetailLevel=1

; Damage animation for GDI Weapons Factory
[TDWEAP_AD]
Image=TDWEAP
Normalized=yes
LoopStart=2
LoopEnd=2
LoopCount=-1
Rate=350
Surface=yes
NewTheater=no
DetailLevel=1


And yes the animations are in the animation list under rules ( TDWEAP_A, TDWEAP_B and TDWEAP_2)
I'm guessing ive done this completly wrong Laughing



warfacsux.jpg
 Description:
This is the issue
 Filesize:  130.54 KB
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warfacsux.jpg



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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Sat Jul 19, 2008 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think this is the problem.

[TDWEAP_A]
Image=TDWEAP

Change it from TDWEAP to whatever the name is of that particular animation file, and it should work perfectly.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sun Jul 20, 2008 2:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here are a few tanks ive been working on, the Allied M113 APC, Light and Medium tanks Smile
Hope you like them (their a reskin of the vxls in TS)

EDIT: Ive added the Artillery in Smile



Aarty_000.gif
 Description:
Artillery
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Aarty_000.gif



Am113_000.gif
 Description:
APC
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Am113_000.gif



A2tnk_000.gif
 Description:
Medium Tank
 Filesize:  299.46 KB
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A2tnk_000.gif



A1tnk_001.gif
 Description:
Light Tank
 Filesize:  57.25 KB
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A1tnk_001.gif



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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Mon Jul 21, 2008 12:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

err.... anyone notice the last tanks? Well you'll notice these heavy bugga's Laughing
Soviet Heavy tank inbound! lol, I've reworked the vxl in the TS mix's, heavily remade the turret and modified the body, overall im happy with the results Smile



3tnk_000.gif
 Description:
Soviet Heavy Tank
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3tnk_000.gif



St72tnk_000.gif
 Description:
Soviet T-72 Medium Tank (Soviet allied force unit, not buildable normally)
 Filesize:  338.17 KB
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St72tnk_000.gif



4tnk_000.gif
 Description:
Soviet Mammoth Tank
 Filesize:  354.89 KB
 Viewed:  12036 Time(s)

4tnk_000.gif



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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Mon Jul 28, 2008 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

*Bump*
Update Very Happy

I've got 3 versions of the post FS era Orca Bomber, I'm also updating the Orca Fighter from the same era which I'll post a pic of later. Please comment on which bomber you prefer.
I personally prefer version 1 because its the same as the fighter except for the loadout and a small difference to the front, which would mean that their the same aircraft with different loadouts, which would fit IMO. But others may disagree, so comment Very Happy

EDIT: I added the Orca Fighter (post FS) to the pics list.



Orcaf_000.gif
 Description:
Post FS era Orca Fighter
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Orcaf_000.gif



orcabv3_000.gif
 Description:
Post FS era Orca Bomber version 3
 Filesize:  357.21 KB
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orcabv3_000.gif



orcabv2_000.gif
 Description:
Post FS era Orca Bomber version 2
 Filesize:  338.09 KB
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orcabv2_000.gif



orcabv1_000.gif
 Description:
Post FS era Orca Bomber version 1
 Filesize:  414.78 KB
 Viewed:  11958 Time(s)

orcabv1_000.gif



GDI4tnk_000.gif
 Description:
GDI Mammoth Tank :)
 Filesize:  406.41 KB
 Viewed:  11958 Time(s)

GDI4tnk_000.gif



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Gwandi110
Vehicle Driver


Joined: 04 May 2008

PostPosted: Fri Aug 01, 2008 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Those mammoth tanks look very nice

And my vote goes to orca bomber version 3 Wink

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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Tue Sep 09, 2008 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

UPDATES!



SCRN0000.png
 Description:
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SCRN0000.png



SCRN0001.png
 Description:
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SCRN0001.png



SCRN0002.png
 Description:
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SCRN0002.png



SCRN0003.png
 Description:
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 Viewed:  11724 Time(s)

SCRN0003.png



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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Tue Sep 09, 2008 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whoooo, I never noticed how much Dune 2000 looked like RA1.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Tue Sep 09, 2008 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

what has this todo with dune2k?

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Tue Sep 09, 2008 6:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

2D-ish look? #Tongue

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Tue Sep 09, 2008 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

The fact that Dune2000 and RA1 are almost the same?

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Sep 09, 2008 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Umm yeah... the intergallactic Soviets and all.

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Tue Sep 09, 2008 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awww, this is adorable, a C&C wonderland! :3

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Wed Sep 10, 2008 7:24 am    Post subject: Reply with quote  Mark this post and the followings unread

TheRatsInTheWalls wrote:
The fact that Dune2000 and RA1 are almost the same?


Dune2k isn´t like RA
maybe a bit the looks of the infantry which is in fact recolored TD infantry...
other than that i see no link, since gfx and other stuff are stored/handled in another way...

also... Dune2k..."16 bit support"?

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Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Thu Sep 11, 2008 2:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Actually, the D2k infantry are more than recolors. And they aren't crappy blow-up jobs like RA1 infantry either despite being the same size. D2k engineer looks uncannily like TS engineer as well.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sat Sep 13, 2008 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could you discuss the D2k inf somewhere else lol Laughing

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Mon Nov 24, 2008 7:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry about lack of updates, but TAFE comes first Razz
Here's the MCV (Red Alert ofcourse Cool ), more updates will be coming along soon Wink



RAMCV.gif
 Description:
Red Alert MCV
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RAMCV.gif



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Azkhare
Grenadier


Joined: 24 Jan 2008

PostPosted: Mon Nov 24, 2008 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks very nice now, really, I'm liking it. The Chronosphere and the Iron Curtain won't be usable, right? well, maybe you could use the drop pods to chronoreinforce somehow, but it's up to you. Anyways, another question: do you plan to add RA1 ships in? it would be fun, really. Also... see a battle between TS-era and TD-era infantry will be pretty fun, hahahaha. Keep it up!

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Mon Nov 24, 2008 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes ships will be in Cool
We're waiting on Hypers patch for the RA1 era SW's as well as other extras, for now we're doing the 'normal' stuff that TS can do easily now Smile

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Mon Nov 24, 2008 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I say ditch the TS stuff if you haven't already have a pint-sized war! :3

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Mon Nov 24, 2008 10:30 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Tue Nov 25, 2008 7:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Whats Icy got to do with this? Please stay on topic.
I'll have the TD MCV done shortly

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Nov 26, 2008 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well is it really that difficult to copy as pcx into ts? its not really that clever and I can see lots of issues.

Also thinking that hypers patch will fix everything is just lame.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Wed Nov 26, 2008 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
Well is it really that difficult to copy as pcx into ts? its not really that clever and I can see lots of issues.

To what are you refering to? If your refering to the TD/RA1 structures and infantry, they are the ones from TD/RA1 coz thats what I'm trying to make them like Rolling Eyes Nothing beats the actual thing.

Allied General wrote:
Also thinking that hypers patch will fix everything is just lame.

I don't think that it will fix everything, but if you think I'm lame for waiting to see what I can do using the patch then tough shit Razz . Besides I tryed ETS and altho its alright it causes random crashes and other issues I bet most people already know about. The other option I thought about was going to RA2, but thats only the ultimatly.... absolutly... last possible option Laughing (Seriously tho a RA2 version might happen, but TS comes first Smile )

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Nov 26, 2008 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. TS engine has voxels and isometrics which RA1/TD does not have.

2. Anyone can convert files from another game especially RA1/TD.

3. It looks horribly out of proportion.

4. Waiting for a patch is a excuse to do jack shit.

At least decent mods like ROTD and the one with desert terrain actually look like those games.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Wed Nov 26, 2008 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

AG is right IMO, its not too good to use the old units exactly, they would be wrong size, low quality, and in the wrong directions (the RA1 and TD ones).

I'd suggest remaking the old ones (RA1,TD). Yes, it'd be a lot of work, but it would be A LOT better-looking for your mod.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Thu Nov 27, 2008 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Do you have someone that can shp? Because I can only vxl create and code. Besides the TD/RA1 structures are the right size compared to TS (if you look at GDI first mission when u see the old TD structures u can see how small they are in comparison. I just have to keep everything from those era's at the same size limit, and also I am resizing TS infantry to be approx same size as RA1 infantry, so they will fit in. At the very least it will:
1) Show us how it looks
2) Be good as a stand in
3) Get the stuff ingame to play with and help get others interested in helping with new shp's.

And Allied General, i didn't say I wasn't going to do anything, read before you speak, I said I was going to do everything that's currently possible (basically 99%) and just leave the RA1 SW's out for now. I can come back to them later.

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