Posted: Mon Jul 06, 2009 9:27 am Post subject:
New Mod (C&C: Time Warp)
i am working on a mod that has all 6 sides. and i would like help on it.
it will have campaign (GDI/Nod). all sides of RA2/YR will be gone
C&C: Time Warp
Old Nod:
PRODUCTION STRUCRES:
Construction Yard(TS/FS)
Power Plant(TD)
Advanced Power Plant(TD)
Hand of Nod(TD)
Refinery(TD)
Communications Center(TD)
Helipad(TD)
Airstrip(TD)
Sub Pen(RA)
SUPPORT STRUCRES:
Obelisk of Light(TD)
Temple of Nod(TD)
Repair Facility(TD)
Nod Wall(TS/FS)
Silo(TD)
Turret(TD)
Sam Site(TD)
Pavement
INFANTRY:
Mini-gun Infantry(TD)
Rocket Infantry(TD)
Commando Infantry(TD)
Engineer(TD)
Chem Warrior(TD)
Flamethrower Infantry(TD)
Old GDI:
PRODUCTION STRUCRES:
Construction Yard(TD)
Power Plant(TD)
Advanced Power Plant(TD)
Barracks(TD)
Refinery(TD)
Communications Center(TD)
Weapons Facility(TD)
Helipad(TD)
Naval Yard(RA)
TS/FS Nod:
PRODUCTION STRUCRES:
Construction Yard(Montauk)
Nod Power Plant(TS)
Mutant Slave Miner(RA2YR)
Tiberium Waste Facility(TS)
Advanced Power Plant(TS)
Hand of Nod(TS)
Nod War Factory(TS)
Nod Radar(TS)
Nod Helipad(TS)
Nod Tech Center(TS)
SUPPORT STRUCRES:
Laser(TS)
SAM Site(TS)
Obelisk of Light(TS)
Missile Silo(TS)
Temple of Nod(TS)
Citadel Walls(RA2YR)
Tiberium Silo(TS)
Pavement
TW Nod:
PRODUCTION STRUCRES:
Construction Yard(TW)
Refinery(TW)
War Factory(TW)
Power Plant(TW)
Hand of Nod(TW)
Tech Lab(TW)
Operations Center(TW)
Air Tower(TW)
Secret Shrine(TW)
Tiberium Chemical Plant(TW)
SUPPORT STRUCRES:
Tiberium Silo(TW)
Shredder Turret(TW)
Laser Turret(TW)
Obelisk of Light (TW)
Temple of Nod(TW)
SAM Turret(TW)
Laser Fencing(TS/FS)
Pavement
TW GDI:
PRODUCTION STRUCRES:
Construction Yard(TW)
Power Plant(TW)
Barracks(TW)
Tiberium Refinery(TW)
Armory(TW)
Command Post(TW)
War Factory(TW)
Airfield(TW)
Tech Center(TW)
Space Command Uplink(TW)
SUPPORT STRUCRES:
Tiberium Silo(TW)
Watchtower(TW)
Guardian Cannon(TW)
AA Battery(TW)
Sonic Emitter(TW)
Ion Cannon Control(TW)
Pavement
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Mon Jul 06, 2009 10:33 am Post subject:
Well...The unit list is suprising...But any progress? Screenshots? As I don't think you'll come far with this mod... _________________ ☭☭☭☭☭☭☭☭☭☭
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Joined: 08 May 2009 Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder
Posted: Mon Jul 06, 2009 11:12 am Post subject:
Dragonologychris wrote:
all sides of RA2/YR will be gone
Hyper wrote:
1000000 Unit bug...
So if all sides from the Red Alert 2/YR are gone, so does its buildings, units, everything. He is replacing it with GDI and NOD........ Nod. _________________
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Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Mon Jul 06, 2009 11:27 am Post subject:
Yes...He's replacing 3 sides, of which 1 (Yuri) doesn't have much, with 9 sides who all have much stuff. _________________ ☭☭☭☭☭☭☭☭☭☭
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I tried this before, you might not find everything... _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
Let me say it. Mods that add ridiculous amounts of sides, units, etc are not really liked.
On top of that, it is really hard or impossible to be consistent in your quality with that much work, so either it may take forever to do, or the quality will be low.
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Mon Jul 06, 2009 8:52 pm Post subject:
just perfect one unit at a time and dont over add units to the game an you wont get to overwhelmed. but if you add everythng at once... cant say how you would react but i know that when i do it, i cant balance everything well QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Tue Jul 07, 2009 6:20 am Post subject:
Yes...And how do you suppose you add every unit at once? You mean by not testing your units but instead adding all units right away. I don't think anyone will be as stupid to do that. _________________ ☭☭☭☭☭☭☭☭☭☭
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Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Tue Jul 07, 2009 10:26 am Post subject:
Tiberian Dawn is findable, or atleast Renegade is, although it looks horrible (sorry Daz), you can edit it. I wouldn't count on FS-21 giving you his things, but can't you convert Tiberian Sun things (if you have that game of course)? Tiberium Wars isn't findable, only a very few like the Mammoth Tank or the Avatar. So that's a dead end. _________________ ☭☭☭☭☭☭☭☭☭☭
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this is what have found.
Nod Tiberium Wars Units [RA2] by TksSdo.
[RA2/YR] GDI Gunboat by AprilWar.
GDI Tiberium Wars Units [RA2] by TksSdo.
GDI TD Voxels (TS/RA2) by SaneDisruption.
[RA2] GDI Menu/Buildbar by DonutArnold. QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Tue Jul 07, 2009 7:22 pm Post subject:
Thanks for alerting me to those Tiberium Wars units, with some edits they'll be great! Well, seeing as you've found the voxels (and still need the SHP's, which, I'm willing to bet, you'll never find on the web), I say good luck. _________________ ☭☭☭☭☭☭☭☭☭☭
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i know that, thats why any help anyone can will be greatful. because i suck at Voxels and SHPs. i have ideas but cant get them right with Voxels and SHPs editors. and seeing all the great Voxels and SHPs on PPM. it sp*sses me off that i cant do anything but make storys and small Rules edit. so help will be really graetful. QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Wed Jul 08, 2009 6:45 am Post subject:
Well, recolor any infantry of Red Alert 2 or Yuri's Revenge or Tiberian Sun...Maybe with some small edits etc, then you have already much infantry. And on the internet you can also find some nice ones. But buildings, I would just extract the Tiberian Sun etc ones and put them into Red Alert 2 (with edits of course). _________________ ☭☭☭☭☭☭☭☭☭☭
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STORY
As all know Kane was in C&C Red Alert. So Kane knew about Albert Einstein and his Time Machine Kane sent a Spy into Einstein's Lab to steal the Time Machine Blue Prints. Kane then had a base built in the desert to study time travel away from people that GDI can put Spies in and to see GDI coming.
Now mad GDI Top Officials sent a MCV and Units to destroy the Nod Base.
so what do you all think? and if any one want to give ideas go ahead QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Thu Jul 09, 2009 6:27 am Post subject:
A bit stupid, short, and unthought. But I have no ideas so...
About the buildings, open them in SHP Builder, turn RA2 Grid on, and you see that you need to move the building so it fits in the grid, and probably you need to resize it too. And, most, if not all buildings have pink outlines which you need to remove. And then you'll want to edit the buildings some more, as a Construction Yard from Tiberian Sun in Red Alert 2 doesn't look too good. _________________ ☭☭☭☭☭☭☭☭☭☭
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Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Thu Jul 09, 2009 8:09 am Post subject:
Maybe (I don't know, although I have played that mod a long time ago), but I've seen horrible looking TS Construction Yard's... _________________ ☭☭☭☭☭☭☭☭☭☭
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