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 Forum index » Other Projects » Alpha Projects » Command and Conquer: Rewire
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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Mon Sep 30, 2013 6:53 pm    Post subject: Reply with quote

Looks cool!
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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Sep 30, 2013 8:25 pm    Post subject: Reply with quote

Needs more remap. #Tongue Otherwise what the others have said.
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Holy_Master
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Joined: 21 Jul 2004
Location: Thailand

PostPosted: Tue Oct 01, 2013 7:29 am    Post subject: Reply with quote

i don't know but personally i think it  sharp look quite too simple compare to the original one. it need little more detail on roof such air pipe. or metal bar...

and i hope you will make NodConyard with nod color grey scheme than just leave it cover by remap as it is...

i away consider TS Conyard is GDI architecture than Nod even it have some curve roof.

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Alex06
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Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Tue Oct 01, 2013 12:50 pm    Post subject: Reply with quote

Agreed with Holy_Master

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Oct 27, 2013 11:08 am    Post subject: Reply with quote

It's about time that I start doing something, it's missing some minor detail.


civ_array_render02.png
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Gangster
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Joined: 11 Jun 2004
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PostPosted: Sun Oct 27, 2013 5:36 pm    Post subject: Reply with quote

Looks very cool!
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Exley
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Joined: 09 May 2011
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PostPosted: Sun Oct 27, 2013 10:09 pm    Post subject: Reply with quote

*drolls
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SMIFFGIG
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Joined: 03 Mar 2003
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PostPosted: Sun Oct 27, 2013 11:31 pm    Post subject:   Reply with quote

very good!
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Team Black
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Joined: 25 Sep 2006
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PostPosted: Mon Oct 28, 2013 4:30 am    Post subject: Reply with quote

I think there was originally an active anim for the CAARAY amirite?
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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Oct 28, 2013 4:37 am    Post subject: Reply with quote

Yeah, it uses the animations from the TD Comm. Center and Advanced Comm. Center, although these animations weren't actually enabled ingame.

Although these animations don't necessary look bad when enabled for the CAARAY, I think they could be made a little more fitting for Rewire (the animation in TS might've been a place-holder even, considering it doesn't really seamlessly fit with the building if you look close enough).
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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Mon Oct 28, 2013 5:05 pm    Post subject: Reply with quote

Civilian dam(n)


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mevitar
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Joined: 31 Dec 2010

PostPosted: Mon Oct 28, 2013 6:08 pm    Post subject: Reply with quote

It's a damn nice dam. #Tongue
Although the pipes remind me of Juggernaut facing bottom right or top left.

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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Tue Oct 29, 2013 12:14 pm    Post subject: Reply with quote

Superb DonutArnold !
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SMIFFGIG
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Joined: 03 Mar 2003
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PostPosted: Tue Oct 29, 2013 5:46 pm    Post subject: Reply with quote

looks good except the texture is quite a bit different from the TS Dam texture... So it looks like a dam of course, but not quite the one from TS

TS Dam
http://images.wikia.com/cnc/images/7/72/169198-command-conquer-tiberian-sun-windows-screenshot-that-dam-is.jpg

screenshot is probably not overly helpful due to the lighting

looking good so far though, I can imagine the damage stage being rather tricky #Tongue
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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Oct 29, 2013 10:47 pm    Post subject: Reply with quote

SMIFFGIG wrote:
looks good except the texture is quite a bit different from the TS Dam texture... So it looks like a dam of course, but not quite the one from TS


It is WIP
It is good
It is me who will be making detalied texture

Smile
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LaQuinn
Civilian


Joined: 30 Oct 2013

PostPosted: Wed Oct 30, 2013 3:58 am    Post subject: Reply with quote

I've been following this for ages now. I've registered so I can personally say what an awesome job you guys have been doing to make Command and Conquer Rewire. Keep up the good work. =]

My favorite building so far is the Construction yard. That was simply jaw dropping.

As for the Dam, great work so far!

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Regulus
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Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sat Nov 16, 2013 4:44 pm    Post subject: Reply with quote

Love the Conyards and dams and this and that. Hell, what's not to love?
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HG_SCIPCION
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Joined: 07 Jun 2013
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PostPosted: Mon Nov 18, 2013 12:44 pm    Post subject: Reply with quote

yeah!!!!!!!!!
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Kamuix
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Joined: 02 Nov 2012
Location: Canada

PostPosted: Tue Dec 17, 2013 7:28 pm    Post subject: Reply with quote

I havent posted here before I've been watching this mod with much love I love everything I'm a big TS fan but always thought a TS conversion to the RA2YR engine was a must do for conversions, Ive been watching this mod on and off for the last year. This is my favorite mod for YR on Moddb.

Anyway I just thought i'd throw in suggestion to re-model the light lookout tower it would be awsome to see that remodeled. I'm not someone to bug people in that way I'm a modder and renegade modder aswell and use gmax and 3dsmax i just know very basics though. I'm tempted to offer you help but I'd have to go through some tutorials first. I love your work on remodeling the TS though it all looks awsome from buildings to TMP files and vecs..

I took abit of time to try and redo the light tower for my mod to fix RA2 size just by alittle touchups but yea this is the building i'm mean here


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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Dec 18, 2013 12:38 am    Post subject: Reply with quote

Heh, Hi and welcome.
The plan is to replace all and every TS structure and add a new content as well. The new light tower model have been done but not yet a texture. The one on screenshot is a placeholder art from vanilla. We will be working on it more in future.

To everyone, I want to say sorry, I have been silent this days because completely lack of free time. I am keep reading forum, your coments here, doing a notes for my self and gathering ideas.
Thank you, for you kind words!

P.S.RW will return to life very soon...

P.P.S. Folks, I will reply on all PM you have sent to me, I promise.
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blubb
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Joined: 31 Jul 2005

PostPosted: Wed Dec 18, 2013 2:39 am    Post subject: Reply with quote

Gangster wrote:
Heh, Hi and welcome.
The plan is to replace all and every TS structure and add a new content as well. The new light tower model have been done but not yet a texture. The one on screenshot is a placeholder art from vanilla. We will be working on it more in future.

To everyone, I want to say sorry, I have been silent this days because completely lack of free time. I am keep reading forum, your coments here, doing a notes for my self and gathering ideas.
Thank you, for you kind words!

P.S.RW will return to life very soon...

P.P.S. Folks, I will reply on all PM you have sent to me, I promise.



does that mean you're dropping out of our project?
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Gangster
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Joined: 11 Jun 2004
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PostPosted: Wed Dec 18, 2013 12:01 pm    Post subject: Reply with quote

no no no. It does mean I have to do few comersial works to get some money.
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Kamuix
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Joined: 02 Nov 2012
Location: Canada

PostPosted: Fri Dec 20, 2013 8:55 am    Post subject: Reply with quote

I figured you were very busy and I somewhat fear this project will not finish so i'm giving you a boost of confidence =)

I Love TS in so many ways but the game engtine did not compare to RA2s Game engine so this conversion your doing is... I admire you the leader and DonutArnolds remakes are AMAZING and sometimes Ive been showing every friend of mine whos played TS with me back in the days,

I took a few things from your screens for my crazy mod ive been working on the last year. it's a private mod i would NEVER release this, i owe so much credit to the work of many C&C artists here so if anyone feels offended by me using their stuff in my mod PM me and we'l settle it, me and friends LAN play and we love it

Last edited by Kamuix on Sat Dec 21, 2013 9:38 pm; edited 1 time in total

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Kamuix
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Joined: 02 Nov 2012
Location: Canada

PostPosted: Fri Dec 20, 2013 9:04 am    Post subject: Reply with quote

I'm not someone to rip though, I used your obelisk image and made a buildup and icon myself. but i also took a lot of your civilian buildings too because I love the TS neutral side, and cabal.

I want to help you though.. I dont want to be someone who just rips, could you give me a list of things you need modeled? Like Cabal for example ive always been facinated around the formation of a cabal team using the existing structures in Firestorm and using our creativity to make buildings and units for a third team(cabal)

Also I'm an expert with Final alert 2, I would be able to do maps for you no problem

I do use Gmax and 3dsmax for renegade maps in the past I know the basics, If i went through some tutorials im sure i could learn and take some TS stuff and do new models as well

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Kamuix
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Joined: 02 Nov 2012
Location: Canada

PostPosted: Fri Dec 20, 2013 10:16 am    Post subject: Reply with quote

Here's something I did you might find interesting, in this picture youll see I have a buildable train station, when it's build next to tracks it spawns a train on the tracks. the building is just set up like a harvester in the way that it spawns, and the building wont spawn the train on land even if its placed far from tracks. I just doesnt spawn anything. Just an idea im throwing to you

Also the Nod pyramid here that I download somewhere on this site, did you consider using that for rewire? just curious


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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Dec 20, 2013 1:59 pm    Post subject: Reply with quote

I'm sure you can understand that buildable trains doesn't quite belong in a mod such as Rewire...

The idea to make trains (and train tracks) buildable also isn't quite new, but no (popular) mod has done this because it just isn't practical.
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Parasite03
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Joined: 23 Jul 2013
Location: Russia

PostPosted: Fri Dec 20, 2013 5:53 pm    Post subject: Reply with quote

I believe, that it is not posible to make buildable train tracks.
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What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Bittah Commander
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Joined: 21 May 2003
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PostPosted: Fri Dec 20, 2013 6:48 pm    Post subject: Reply with quote

It's perfectly possible; it's just far from practical gameplay-wise (unless you're making a TS/RA2 to Sim City total conversion that is).
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Parasite03
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Joined: 23 Jul 2013
Location: Russia

PostPosted: Fri Dec 20, 2013 8:02 pm    Post subject: Reply with quote

Actually, it is. But it will be only possible to build the tile-by-tile or straight lines but then the player has to make sure he ded everything right.
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What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Dec 20, 2013 8:20 pm    Post subject: Reply with quote

Well done for repeating Bittah's post.
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Parasite03
Cyborg Artillery


Joined: 23 Jul 2013
Location: Russia

PostPosted: Sat Dec 21, 2013 3:07 pm    Post subject: Reply with quote

That is not repeatig. He did't mention about how it could be done!
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DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Dec 21, 2013 5:40 pm    Post subject: Reply with quote

He said it could be done and would be impractical, which is all you confirmed...
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Kamuix
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Joined: 02 Nov 2012
Location: Canada

PostPosted: Sat Dec 21, 2013 8:16 pm    Post subject: Reply with quote

The train idea was just a neat idea I did with my little mod and i wanted to show it here just to show it and get thoughts and stuff. I doubt rewire would have use especially since it's a conversion to TS and TS didn't have it.

But any thoughts on that Nod Pyramid? I found it here someone is the SHP Section I cannot remember who made it, atleast I THINK it was from here.

The train thing doesnt get used much when me and friends play but i do use it sometimes

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Gangster
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Joined: 11 Jun 2004
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PostPosted: Wed Jan 08, 2014 8:50 pm    Post subject: Reply with quote


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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jan 08, 2014 8:55 pm    Post subject: Reply with quote

One word: awesomesauce Very Happy

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Parasite03
Cyborg Artillery


Joined: 23 Jul 2013
Location: Russia

PostPosted: Wed Jan 08, 2014 8:59 pm    Post subject: Reply with quote

Oh, niiiiice as miiiiiice for a cat. Can I get a few buildings (Ore Silos & The Waste Facility) as placeholders for my YR mod? I just dont like the was small TS's ones look in RA2.
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What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Jan 08, 2014 9:27 pm    Post subject: Reply with quote

I feel like the concept art for the stealthgen was better.  Just imo, your one looks a bit tall.

Very cool stuff, anyway.

Last edited by Orac on Thu Jan 09, 2014 8:30 pm; edited 1 time in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Jan 09, 2014 9:04 am    Post subject: Reply with quote

I really like the subtle self-illumination on the Waste Facility.
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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Thu Jan 09, 2014 1:38 pm    Post subject: Reply with quote

Wow I cant just say a damn to this :O
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Deformat
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Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Thu Jan 09, 2014 9:36 pm    Post subject: Reply with quote

One day, I will find you, and I will pay you a beer.

Ace work.

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Exley
Commander


Joined: 09 May 2011
Location: X-Files

PostPosted: Fri Jan 10, 2014 12:50 am    Post subject: Reply with quote

I kinda like TS version of waste facility more
seems like glass is bigger, chimmney smaller
and like tib crystals are inside

also stealth gen and missile silo look kinda too robust #Tongue
(maybe its just coz of textures)

but overall great work
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Ordosherrscher wrote:

though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

Tony wrote:

Bridgehole Monster Laughing

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Jan 10, 2014 10:56 pm    Post subject: Reply with quote

Kamuix wrote:
But any thoughts on that Nod Pyramid? I found it here someone is the SHP Section I cannot remember who made it, atleast I THINK it was from here.


Hey, My Pyramid! I didn't think it would ever be used!

I don't think Gangster would make it, considering it was done in Photoshop seven or eight years ago, and I could do a much better model of it.
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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Jan 14, 2014 8:50 pm    Post subject: Reply with quote

overview of already made work.


some are wip. I will paint few details on them later, and they are here just for sake of completeness.

I've put a little lower whole construction of stealth gen. I agree it looks better this way.

But I do like my view for waste facility.

Anyway OS model pack will be updated eventualy, but soon, so everyone could edit stuff for their needs.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Jan 14, 2014 10:10 pm    Post subject: Reply with quote

Nod's Radar is my definite favourite.
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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Tue Jan 14, 2014 10:32 pm    Post subject: Reply with quote

That's really impressive Approved
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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Tue Jan 14, 2014 10:58 pm    Post subject: Reply with quote

Nod's service depot could be used as war factory, with the proper roof.  Laughing
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OmegaBolt
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Joined: 21 Mar 2005
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PostPosted: Wed Jan 15, 2014 12:13 am    Post subject: Reply with quote

Beautiful stuff though personally the Nod Helipad looks odd being just 4 pads copied together. Something more unified like GDI would work better.
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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed Jan 15, 2014 12:18 am    Post subject:   Reply with quote

The GDI has a connector between them, Nod may have something like tower in the center with antennas maybe.

(Just giving ideas)
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Exley
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Joined: 09 May 2011
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PostPosted: Wed Jan 15, 2014 11:34 am    Post subject: Reply with quote

that RPG is so sexy compared to ugly westwoods one

btw, I don't want to be critic a-hole, also dunno how was done in concepts
but helipad for GDI with rotated numbers looks bit funny #Tongue
where 1 looks like l, 3 looks like m, and 4 like h #Tongue
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Ordosherrscher wrote:

though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

Tony wrote:

Bridgehole Monster Laughing

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Deformat
Defense Minister


Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Wed Jan 15, 2014 5:33 pm    Post subject: Reply with quote

OmegaBolt wrote:
Beautiful stuff though personally the Nod Helipad looks odd being just 4 pads copied together. Something more unified like GDI would work better.


Indeed, there are those 2 gray plain concrete pieces extending from the cylinder that could be removed and still look good enough for the helipad. Smile

Really nice. Just motivates me to go and mod some more. #Tongue

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