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[RA2-Vietnam] Voxels/Shps
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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Fri Jul 31, 2009 7:08 am    Post subject: Reply with quote  Mark this post and the followings unread

You need someone with photoshop skills... REALLY HARD.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Fri Jul 31, 2009 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

shoot, I need more than that...but things will get better as time goes by. I am still very inexperienced with alot of stuff. So I take the crappy stuff I make and learn from it. Some of the things you have seen will end up looking better down the road. I promise you that.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Fri Jul 31, 2009 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

hows this for a load screen?

Last edited by crevio on Thu Nov 26, 2009 7:06 am; edited 1 time in total

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ConMan
Tiberian Beast


Joined: 16 Dec 2008
Location: Toronto, Canada

PostPosted: Sat Aug 01, 2009 1:01 am    Post subject: Reply with quote  Mark this post and the followings unread

The vietnam text ruins it... if it was in the same style and font as "Red Alert 2", it would be much better Razz

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sat Aug 01, 2009 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

No, just no. Do some proper transition, this looks as if something someone totally new to an image editor tried in 1 minute. A fade, or even warp spiral in/spiral out would be better than this imo.

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crevio
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Joined: 19 Apr 2009

PostPosted: Sat Aug 01, 2009 3:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
this looks as if something someone totally new to an image editor

Thats me.I will get better though. just gonna take a little time thats all.
But this is the one im using. Thanks for the feedback..

Last edited by crevio on Thu Nov 26, 2009 7:07 am; edited 1 time in total

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Wed Aug 05, 2009 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

NV Officers House

Last edited by crevio on Thu Nov 26, 2009 7:07 am; edited 1 time in total

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Robopope99
Jumpjet Infantry


Joined: 05 Feb 2007

PostPosted: Wed Aug 05, 2009 2:45 am    Post subject: Reply with quote  Mark this post and the followings unread

ok did you make that? and if so render it in the right perspective cause that makes me trip out.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Wed Aug 05, 2009 2:47 am    Post subject: Reply with quote  Mark this post and the followings unread

It looks copy + paste. Just remember that a major disadvantage of copy + paste, you can't really change the perspective (resizing may help but still it will look more ugly than if you actually rendered it right)

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Wed Aug 05, 2009 6:01 am    Post subject: Reply with quote  Mark this post and the followings unread

I made it in psp, I forgot about damn RA2 grid. so now I cant line it up cause if i rotate it it throws it all out of wack, worse than it is now. I dont think it looks bad at all in game. looks just fine to me Wink

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Aug 05, 2009 7:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks like a house from Oblivion... oh that brings back memor- STOP RIGHT THERE CRIMINAL SCUM!

Anyway, fix the perspective. And try to make the building look more... real, put some dirt or concrete underneath it, have some vines overgrow it... and let those barrels hug the walls.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Wed Aug 05, 2009 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

remember, my setting is late 60's early 70's- ya know, Vietnam. It was made to look rustic and I may just put a bamboo roof on it instead. I dont know about the concrete underneath, as this building will be inside a POW camp which will be mostly low grass and dirt. the barrels are fine, I dont want the same look as every other building with barrels.

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Wed Aug 05, 2009 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fix the angle, and Google is your friend for images. I'm kinda getting a stereotyping vibe form the bamboo everything thing. But I don't know s#!t about that stuff so you can just ignore most of this post.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Wed Aug 19, 2009 1:57 am    Post subject: Reply with quote  Mark this post and the followings unread

just a glimpse at my water, still in editing mode, but would like some feedback and or some tips. it's kinda got the wave motion going, and hopefully I can get it animated also.

Last edited by crevio on Thu Nov 26, 2009 7:08 am; edited 1 time in total

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Aug 19, 2009 3:10 am    Post subject: Reply with quote  Mark this post and the followings unread

too bright
too repetitive
too blue

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Aug 20, 2009 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

well I have put together some other water, still cant decide, would love some feedback.

Last edited by crevio on Thu Nov 26, 2009 7:08 am; edited 1 time in total

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need my speed
Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Thu Aug 20, 2009 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Way to bright...And what's supposed to be what, like shore pieces...Everything is everywhere. #Tongue

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Aug 20, 2009 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like recoloured sand.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Aug 20, 2009 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

@need my speed
yeah, i know, All my terrain is unorganized right now, will put it all together when I decide on which to use. I havent made anymore shore pieces and stuff, it would just be a waste of time until i know for sure which water i'm using.

@OmegaBolt
Na, its not recolored sand, but the more i look at it, it does resemble YR sand a little. Razz

I will have some more samples later...

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Fri Aug 21, 2009 5:22 am    Post subject: Reply with quote  Mark this post and the followings unread

well I finally got my bamboo fence templates done, one less thing to worry about I guess. I still cant believe I'm trying to do this total convert mod all by myself, what the hell was I thinking Rolling Eyes

Last edited by crevio on Thu Nov 26, 2009 7:08 am; edited 1 time in total

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Fri Aug 21, 2009 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

crevio wrote:
well I finally got my bamboo fence templates done, one less thing to worry about I guess. I still cant believe I'm trying to do this total convert mod all by myself, what the hell was I thinking Rolling Eyes

Holy hell, it is a total conversion now?

Well, I would recommend you not to make it a total conversion unless you have a large, supportive staff behind you. Otherwise, it is usually too much work to bare, you having to learn some skills, while still making decent progress.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Fri Aug 21, 2009 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

well the reason behind the total conversion is because I dont think anything from the original game will fit in with the Vietnam scenerio. I can pretty much handle it, though I get frustrated alot, but I think the only thing I will have problems with is the making of new infantry, though I may throw a shout out to the community and beg for help on those Razz

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Aug 21, 2009 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

MiG clearly needs a large supportive staff to make D-Day.

Make this a TC and improve all your skills. Show him up.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Aug 22, 2009 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

umm.... lolz

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Sun Aug 23, 2009 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
umm.... lolz


Lulz indeed.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun Aug 23, 2009 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

You know Mig Eater does everything praticially himself now and achieved his quality by years of work.

Unless you mean his team is WW2 historians and museums.

Odd posters on PPM.

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Last edited by Allied General on Sun Aug 23, 2009 11:14 pm; edited 1 time in total

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Aug 23, 2009 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now show one that released Razz
inb4flame

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun Aug 23, 2009 11:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Last time I checked modding was a personal hobby, its not a business where x product is released on x day.

In regards to the mod work, its really comical at best. I think its stil using the words RA2 for one so its not really a TC imo.

You would be better off focusing on developing one area first like making much better voxels for example.

Because so far all I've seen is some

- 2D looking art/ripped assets from another game
- blocky voxels with bad coloring/normals
- coding of imbalanced units like x nuke launching thing (from ra2/editing posts)

Its harsh but its a honest reply. Also from my experience, people will help you, if you don't sound like a amateur and if your ideal has generally been thought out. I mean heck you didn't even know basic history of vietnam war which anyone could have gained from wikipedia on the most basic level.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Mon Aug 24, 2009 7:28 am    Post subject: Reply with quote  Mark this post and the followings unread

AG wins a cookie.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Mon Aug 24, 2009 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

hahahaha, lol, dude I've only been doing this stuff for 4.5 months not 3 to 4 years like most of ya. I chose to do this on my own because I want to learn it. If I have someoen else do it for me then how will I learn. and I dont care what you think of my voxels, they look pretty damn good to me and others. could they be better, sure, but so can a hundred other voxels here at ppm. you act like i should be some kind of pro only after 4 month's. so I'd appreciate it if you take a chill pill and eat your cookie.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Aug 24, 2009 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm saying you should focus your efforts on one area. I'm not expecting you to be pro straight away or even reach that level but unlike other users you show signs of development but its still stuck in this non focused approach.

One outstanding piece stands out more then a bunch of average/rubbish.

A visual image would be a lovely piece of toast but a no spread vs a burnt piece of toast and a bad spread.

People will like the nice piece of toast, even without the butter and thus if you have very good voxels or very good coding for example, people will most likely help you in your project.

Making a straight TC is risky, especially if its based on history and your foundation is unstable at best. At best you make the vietnam war look like a childs playpen when in reality it was one of the most brutal conflicts of our time.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Mon Aug 24, 2009 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I did do some extensive research and reading on the Vietnam war and I know what I have to do to make this mod work, Just have faith in me guys, I'm not gonna release a half assed mod. It's just gonna take some time thats all..

AG I wrote this a while back up in this post too:

" things will get better as time goes by. I am still very inexperienced with alot of stuff. So I take the crappy stuff I make and learn from it. Some of the things you have seen will end up looking better down the road. I promise you that."

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Aug 25, 2009 8:56 am    Post subject: Reply with quote  Mark this post and the followings unread

AG is right that you should try something smaller & more focused when you first start modding but there are always exceptions to that rule...

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Wed Sep 09, 2009 2:31 am    Post subject: Reply with quote  Mark this post and the followings unread

my war fac for S.vietnam in the works.

Last edited by crevio on Thu Nov 26, 2009 7:09 am; edited 1 time in total

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Sep 09, 2009 5:38 am    Post subject: Reply with quote  Mark this post and the followings unread

@AG and MiG: It was sarcasm directed at MT for saying TCs were multi-people projects.

As Ackron once said..."it would be better if it was good"

You need to raise the straw roof so actual tanks will come out of it. Your textures are horrible.

And don't jump on those posting to help you out.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Wed Sep 09, 2009 7:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Yer...somebody could say that it could burn their eyes.

I don't think I find anything good with this thing...I'm hardly trying to find something nice,but sorry,I fail to.Even the fact that you call it a factory gives me headaches.

Heck,if 3D doesn't work for you(and you're a lazy man),get yourself GIMP,go to Revora,at Mig Eater's mod(D-Day) and jaw-drop to the buildings posted there.

Try getting inspired by those.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Wed Sep 09, 2009 11:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay I'll be honest, this mod was good on page 1 with all the voxels. It seems you can make voxels well, than, and I advise you to focus more on that.

It seems that everything went downhill when you starting making those buildings, terrain, and graphics which... need a lot of work. Practice, practice, practice Wink

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Wed Sep 09, 2009 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree, I think I will lay off the .shp side of this mod until I can get better, Sorry my work hasnt been that great lately.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Fri Sep 18, 2009 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

O.K. I,ve done a little work on my terrain, I think it looks better than the last but still want some opinions, keep in mind though I havent done the Lat part of it yet. So I hope you guys like it or atleast some of it...

Last edited by crevio on Thu Nov 26, 2009 7:09 am; edited 1 time in total

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Fri Sep 18, 2009 11:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can you show an image that is not zoomed out? It is more hard to see the details like this.

Although, even with the scale it is apparent that those tiles are quite repetitive in some areas. The transitions need work; they are too sudden, and unnaturally straight for grass to sand, dirt to sand, and dirt to grass. Also, you might want to try darkening that dirt.

On the other hand it does look better than your previous attempts, and a lot more realistic with those grass and sand textures.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Fri Sep 18, 2009 11:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

here's a better pic of it

I havent done my lat transition tile pieces yet, thus the blocky look right now.

Last edited by crevio on Thu Nov 26, 2009 7:10 am; edited 2 times in total

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Sat Sep 19, 2009 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

The image is resized, can you post the original image? (As others have asked Rolling Eyes)

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sat Sep 19, 2009 4:56 am    Post subject: Reply with quote  Mark this post and the followings unread

you gotta be frickin kidding me right? man.....O.K. reposted pic above, it's cropped but not resized, sheesh

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Sat Sep 19, 2009 4:58 am    Post subject: Reply with quote  Mark this post and the followings unread

fix the resolution of your RA2 game... have you ever wondered why your pictures look shitty? ugh

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sat Sep 19, 2009 5:08 am    Post subject: Reply with quote  Mark this post and the followings unread

It's not the game! these are screenshots from FA2,when I use my print screen button and send it to PSP the damn thing is like 1600x1200 so I have to resize them cause I dont know how to make it take smaller pic's

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Sat Sep 19, 2009 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

well you're not scaling the resize down properly apparently

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sat Sep 19, 2009 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Sane, FA2 looks that bad from the get-go. He's done nothing wrong.

So, Crevio, how did you get your version of FA2 to read custom terrain tiles? I've had little luck. Some help would be amazing.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sat Sep 19, 2009 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you have the FAData.ini that allows you to edit Tunnels?

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sat Sep 19, 2009 5:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

how bout this for new sand? I placed them using the 10x10 paintbrush so thats why alot of repeaters

Last edited by crevio on Thu Nov 26, 2009 7:10 am; edited 1 time in total

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sat Sep 19, 2009 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Continue your work.



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