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pee ya panz
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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Thu Oct 23, 2008 7:55 pm    Post subject:  pee ya panz Reply with quote  Mark this post and the followings unread

do what topic title sayz



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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Oct 23, 2008 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I Think that the terrain texture is a little bit repetitive, a little bit more variation and it'll be great in my opinion.

Last edited by Aro on Thu Oct 23, 2008 10:42 pm; edited 1 time in total

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Thu Oct 23, 2008 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

So, what's new?

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Thu Oct 23, 2008 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Note that the normal and advanced powerplant's aren't in the same angle, doesn't really matter if it's made from a 3D model though, because that's an easy job changing it.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Oct 23, 2008 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why do they have to be at the same angle? They both have the right perspective; one is just rotated.

Looks awesome!

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Thu Oct 23, 2008 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

He's alive! #Tongue

Now finish this mod project and don't disappear all sudden! Smile

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Thu Oct 23, 2008 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Want. Nao.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Oct 23, 2008 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

which engine is this? RA2YR?

It looks good. Maybe the buildings could profit from some more detail (e.g. better shadows and lighting), except you want to keep the RA1 atmosphere as good as possible. In this case they are good as they are now.
The tanks could be improved with some kind of camouflage texture imo. The red is a bit too plain, but the tracks look great and nicely detailed.

But the infantry, vehicle , building proportions are great.

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Von Kriplespac
General


Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Thu Oct 23, 2008 11:00 pm    Post subject: Re: pee ya panz Reply with quote  Mark this post and the followings unread

raminator wrote:
do what topic title sayz


Sweet ztype, I wet myself. Razz

Lin Kuei Ominae wrote:
which engine is this? RA2YR?


Stole the words from my mouth when I seen the image up there. Very Happy

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Oct 23, 2008 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mmmm, RA project, reminds me of RAR...

If you ever need help with logos or so, graphic work, and anything else along that line. Let me know Wink

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Fri Oct 24, 2008 12:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Amazing. Everything looks so RAish, to say the very least.

My only complaint is the CY. The windows do not cover that much of the building.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Oct 24, 2008 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ain't there a similar mod by Daz?
Anyways, looks very nice!

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azri_apoc
Cyborg Firebomber


Joined: 29 May 2007
Location: Malaysia

PostPosted: Fri Oct 24, 2008 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

this is owesome!!! building, terrain & voxel, but the Conyard look bit empty.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Fri Oct 24, 2008 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

DAMN, PHUCK, MMAAOO, PISS, that's cool. I'd download it.

Definitely make it standalone, and under 212MB for the download, and 912 for actual space required for installation, if posssible.

Good luck.

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Suiseiseki
Commander


Joined: 06 Oct 2003

PostPosted: Fri Oct 24, 2008 1:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

So how many *C&Ctitlehere* to RA1 mods we got now? Five?

It looks nice but the angles of the buildings would just annoy me, I like my bases lining up nicely.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Fri Oct 24, 2008 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

DonutArnold wrote:
He's alive! #Tongue

Now finish this mod project and don't disappear all sudden! Smile


i will #Tongue
there will be a "lowtech" release in the next months

Lin Kuei Ominae wrote:
which engine is this? RA2YR?

It looks good. Maybe the buildings could profit from some more detail (e.g. better shadows and lighting), except you want to keep the RA1 atmosphere as good as possible. In this case they are good as they are now.
The tanks could be improved with some kind of camouflage texture imo. The red is a bit too plain, but the tracks look great and nicely detailed.

But the infantry, vehicle , building proportions are great.


RA2YR it is...
i´m happy with lightning/shadows...maybe optimize later...same goes for detail.
tanks will stay as they are (for now) and yeah i like the proportions too #Tongue
though i have to work on the inf a bit... (converted colors etc...)

Hyper wrote:
Mmmm, RA project, reminds me of RAR...

If you ever need help with logos or so, graphic work, and anything else along that line. Let me know Wink

Suiseiseki wrote:
So how many *C&Ctitlehere* to RA1 mods we got now? Five?

It looks nice but the angles of the buildings would just annoy me, I like my bases lining up nicely.


yeah logo help would be nice =)
this mod/TC is still RAlike which i started more than 3 years ago...
and i want those buildings to be rotated...imo it gives more "life" to them.

EVA-251 wrote:
Amazing. Everything looks so RAish, to say the very least.

My only complaint is the CY. The windows do not cover that much of the building.


cyard was the first building i did and will be updated (windows/texture)

Dutchygamer wrote:
Ain't there a similar mod by Daz?
Anyways, looks very nice!


yeah there´s ICFRA (go download it!)
but RAlike has some other focus and other nice additions in the future #Tongue



Loadingsreen.png
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Last edited by raminator on Mon Oct 27, 2008 2:08 pm; edited 1 time in total

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Oct 24, 2008 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok well, if you got any ideas, add me on MSN Rami and we cant talk more Wink

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Suiseiseki
Commander


Joined: 06 Oct 2003

PostPosted: Fri Oct 24, 2008 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
this mod/TC is still RAlike which i started more than 3 years ago...
and i want those buildings to be rotated...imo it gives more "life" to them.


Ah, I remember that actually.

I can totally understand wanting it to be more full of life that but it doesn't mean I won't still find it annoying. Razz

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Fri Oct 24, 2008 10:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Same here Confused

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Fri Oct 24, 2008 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

This mod looks very sexy. The Con Yard could be textured a little more, but the Advanced Power Plant is perfect.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sat Oct 25, 2008 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

The buildings are great, very RA-ish. I don't like the conyard though...

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Sat Oct 25, 2008 11:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Conyard needs some AA from the look of it and the windows texture looks like it was drawn on. Also, the conyard had a door in front of the crane which opened when building something that it doesn't seem to have here.I also agree with the others who are against the random angles on buildings.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sun Oct 26, 2008 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread


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Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sun Oct 26, 2008 9:16 am    Post subject: Reply with quote  Mark this post and the followings unread

raminator wrote:

cyard was the first building i did and will be updated (windows/texture)

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Mon Oct 27, 2008 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update



peeyapanz2.png
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windows fixed on conyard, some more fixes on others and new buildings
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Oct 27, 2008 2:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome Very Happy

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Mon Oct 27, 2008 2:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think I need to change my pants Shocked

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Mon Oct 27, 2008 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whoa! Surprised Razz The environment and all even makes the YR buildings look better.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon Oct 27, 2008 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

CY looks better, but that area in front of the crane still needs to be a door, the windows shouldn't extend that far down, and it seems like there is nothing behind those windows, as you can see the concrete base of the building through them. Laughing
The WF windows go down too far (they shouldn't even extend down onto the wall)
Lastly, the WF door should be a little more distinguishable.

Besides that, incredible.

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Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Mon Oct 27, 2008 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:
Lastly, the WF door should be a little more distinguishable.

Besides that, incredible.


Agreed.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Oct 27, 2008 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, the War Factory door should be grey IMO.

I also wanna see more water. #Tongue

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Oct 27, 2008 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I miss the barrels near the WF door #Tongue Besides that (and the stuff said above): epic work Smile

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Mon Oct 27, 2008 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

still all WIP
and i´ll work on more detail #Tongue

btw...nobody noticed my mistake with the tent? #Tongue

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Oct 27, 2008 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

The lack of flag or remap? #Tongue

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Mon Oct 27, 2008 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

remap of curse #Tongue
don´t know if i´ll add the flag

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Mon Oct 27, 2008 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought the doorway was remap...

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Mon Oct 27, 2008 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whoa! I just realized which was the war factory!
I thought it was a shed or something Laughing

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Oct 27, 2008 11:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Look nice

I just realized the empire's build mechanic could probably be made to work in YR. Kinda random, I know, but seeing th MCV is close to the conyard made me think of it.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Tue Oct 28, 2008 2:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Dude, these are brilliant:) How do you think you will get the airfields to work and the spy coding where you can see all the subs to work?

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Robopope99
Jumpjet Infantry


Joined: 05 Feb 2007

PostPosted: Tue Oct 28, 2008 3:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Surprised / this is how an RA1 remake definitely should look like. Yes, the little patch of water I spy intrigues me Smile The units look great as well Very Happy

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Team Black
Defense Minister


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

PostPosted: Tue Oct 28, 2008 6:05 am    Post subject: Reply with quote  Mark this post and the followings unread

The soldiers should be bigger, especially for the RA2 engine. I don't care about scale, as much as practicality.
I don't want to see a bunch of 5-pixel ant-sized infantry kill a huge honking building..
Infantry-sized ants though would be another story.. #Tongue

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Tue Oct 28, 2008 5:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

My fav. is the radar dome Smile

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Oct 28, 2008 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah but he forgot the little door. #Tongue

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Tue Oct 28, 2008 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

soldiers will stay that small...maybe later a patch with the lil bit bigger ra95 infantry

radar gets updates too Wink

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- geno -
Energy Commando


Joined: 29 May 2003
Location: Manila

PostPosted: Tue Oct 28, 2008 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

there are now many RA1 remaked mods around... but this one is good...

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NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Tue Oct 28, 2008 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont like the door on the war factory. The light and the dark color switch,

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Wed Oct 29, 2008 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Eh, seen better... like this one.


(created by Merophage for the cancelled mod "Red Alert Paradox Device")

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Wed Oct 29, 2008 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Meh
The side door on that version is ungodly huge.

But besides that...Thats insanely detailed

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Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Wed Oct 29, 2008 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Huge? It's the same size as the truck's door...

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NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Wed Oct 29, 2008 8:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Incase anyone wonder about Merophages mod. This is what he said in a PM to me:

Merophages wrote:
I have no current inteNest in finishing it, nor do I see myself interested in the forseeable future. nobody I know that can finish it either has the time or interest to do so as well. However, I'm willing to give out all the work done for the mod to any capable team if one such team exists, but that's the best I can do.


I suggested rami on revora to take over his mod, but he didnt want to Mad

I dont understand, why do ppl always want to make there own mods? Majority of all mods die, get canceld, author get sick of ra2 engine, get hardware failure etc. Exemple if rami, madhq and mig eater took over Merophages mod, they could finish the gfx in 1-2 mounths. Almost every building is already done by Merophage.

No offence rami, but I dont think this mod is ever going to be releaed Sad

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