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[RA2-Vietnam] Voxels/Shps
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crevio
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Joined: 19 Apr 2009

PostPosted: Sat Sep 19, 2009 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

What game is that, Battlefield-Vietnam?

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Sep 19, 2009 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's Sudden Strike 2...

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crevio
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Joined: 19 Apr 2009

PostPosted: Sat Sep 19, 2009 9:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

@vefbl4 -I dont think it will be possible to make something that spactacular, the game has it's limitations ya know. and besides that if I could make something that looks that good I sure wouldnt be wasting my time here, I tell ya that...

But here's some terrrain I've been working on, what do you think of these? and please dont say the white dots need removed, I know, havent had a chance to go edit them yet...

Last edited by crevio on Thu Nov 26, 2009 7:11 am; edited 1 time in total

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Sun Sep 20, 2009 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Have you thought about making new terrain pals? They help a lot, especially with the grass as there isn't many greens in the original.

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m7
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Joined: 17 Apr 2009

PostPosted: Sun Sep 20, 2009 12:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's great stuff, dude. See? Remember when you came here and weren't too open to our opinions? You're crafting some of the hardest-to-do stuff.

I agree with MiG Eater. A new palette would give you a lot more room to make the grass lush, even though it looks good now.

EDIT: Still curious as to how you got your FA2 to load your new terrain.

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crevio
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Joined: 19 Apr 2009

PostPosted: Sun Sep 20, 2009 1:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was under the impression that Terrain pulls from the isotem.pal only. How do I get my new terrain to read a different palette?

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Sun Sep 20, 2009 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

You don't, you just make a new isotem.pal

@m7: You need to edit the terrain ini files & FA2 will load them.

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crevio
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Joined: 19 Apr 2009

PostPosted: Sun Sep 20, 2009 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shoot as soon as I get my lat terrain pieces done so my terrain blends together I think this shit is gonna look sweet as hell. Is it looking more like a jungle now?

@M7, crap I was gonna tell you that in my last post but I forgot, yeah you need to update your theater ini even if your replacing existing tiles, like the original clear01-clear01g is replaced with your clear01-clear01g you have to add the tag LastTilesInSet=8. then the ini has to be in a expand.mix along with your new terrain, then FA2 will see them.

Last edited by crevio on Thu Nov 26, 2009 7:12 am; edited 1 time in total

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MT
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Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Sep 20, 2009 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice terrain tiles, I look forward to seeing how it will be with transitions.
The trees however... they look very weird together like that.

I mean, some are bright and some are dull; some are the colours of fall and some are in the colours of spring and summer. Please redo the trees, into a more unified style.

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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sun Sep 20, 2009 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Either that forest is getting napalm bombed, or your mod takes place on Venus...

Anyway, I want some of that LSD you're using.

Because it looks like shit. Sorry mate, but it's utter crap.

1) The colours are fucked up. The trees look either alien or dead.
2) You used unprocessed photo material. I can see cutout lines on your trees.
3) You don't even know what a jungle looks like. I see canadian trees during autumn, I see tropical palm trees, I see trees from temperate climates.

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crevio
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Joined: 19 Apr 2009

PostPosted: Sun Sep 20, 2009 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

LMFAO, Laughing I gotto hand it to ya Ixonoclast you made my stomache hurt from laughing so hard on that reply...but I didnt cut out anything thats just how they look, my fault from buying a cheap ass terrain disk.

anyways, these are just pics of me showing what I'm working with, thats all, thats why I throw them out here so I can get the communities opinion, your opinions matter alot to me, so if ya say it looks like crap, then I must fix it. Ah, hell I'm trying guys...........but you dont have to go to the extremes to tell me my stuff looks like crap, but I'm still lmfao......

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Ixonoclast
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PostPosted: Sun Sep 20, 2009 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I suggest you look at pictures of the Vietnam jungle. It'll learn you how to make the terrain, how to make the maps and will inspire you...

Try it.

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crevio
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Joined: 19 Apr 2009

PostPosted: Sun Sep 20, 2009 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, well from this pic of Vietnam Jungle I seem to see alot of my tree's in there "minus the fall colors"



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Ixonoclast
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PostPosted: Sun Sep 20, 2009 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Get some more pictures. You really should feel at home in that environment.

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m7
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Joined: 17 Apr 2009

PostPosted: Sun Sep 20, 2009 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Er...I'm trying to get it to load without touching the INIs. I don't have them modified for the terrain set I'm using. I have my files in an expand12.mix file, no ini mods.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Sep 21, 2009 7:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Are you just trying to replace existing tiles or add new ones? It should be expandmd12.mix if you are using YR BTW.

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raminator
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Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Mon Sep 21, 2009 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

is it just me or are those who are not able to finish their mods or atleast show us some progress (with ingames and not just concepts or renders of units that don´t make it into the game) currently bashing people who are "new" to ppm and are doing constant progress and improvement?

@crevio:
go and make some lats #Tongue for the terrain.
do the trees later...

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crevio
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Joined: 19 Apr 2009

PostPosted: Tue Sep 22, 2009 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

starting to get a little better, I think, ah hell I dont know maybe not.

Last edited by crevio on Thu Nov 26, 2009 7:12 am; edited 1 time in total

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Ixonoclast
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PostPosted: Tue Sep 22, 2009 1:28 am    Post subject: Reply with quote  Mark this post and the followings unread

The trees still have different quality.

Some are sharp, some are blurry. Some are bright, some are dark. You should photoshop them before you put them ingame.

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raminator
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PostPosted: Tue Sep 22, 2009 7:43 am    Post subject: Reply with quote  Mark this post and the followings unread

main problem about trees is that they don´t have shadows...

and the lats are to pixelated at the borders...
smooth them

other than that nice work

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Ixonoclast
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PostPosted: Tue Sep 22, 2009 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hope this helps.



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Vefbl4
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PostPosted: Tue Sep 22, 2009 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread



Are you crazy?Atleast you made forest green this time.Work more.

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crevio
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Joined: 19 Apr 2009

PostPosted: Sun Sep 27, 2009 11:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

my new barracks for the South

Last edited by crevio on Thu Nov 26, 2009 7:12 am; edited 1 time in total

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DaFool
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Joined: 07 Nov 2006

PostPosted: Mon Sep 28, 2009 1:01 am    Post subject: Reply with quote  Mark this post and the followings unread

lol, empire at earth.

it looks like it's tilting to the left

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crevio
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Joined: 19 Apr 2009

PostPosted: Mon Sep 28, 2009 2:38 am    Post subject: Reply with quote  Mark this post and the followings unread

My buddy sent me this today, didnt say where he got it from, but if it's from another game I sure the hell am not using it. and What is empire at earth?

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raminator
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Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Mon Sep 28, 2009 7:00 am    Post subject: Reply with quote  Mark this post and the followings unread

google is your friend

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Mortecha
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Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Mon Sep 28, 2009 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm really liking your progress dude, If you you blured and flattened all of your tree images to a black background in photoshop, you could make then look much darker. I think shadows would be a big thing too as it was mentioned above.

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crevio
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Joined: 19 Apr 2009

PostPosted: Mon Sep 28, 2009 3:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks for the compliment, redoing terrain is a pain in the but, cause if you change one thing you have to change everything else that uses the old terrain as well. I've been working on the terrain for awhile now and most likely will be the longest drawn out process of the mod, at least I hope it is. Very Happy

@whomever, I googled empire at earth, came back as EmpireEarth, but it shows that Sierra Entertaiment was the maker of the game which is now in Defunct, so will that allow me to use assets from the game? or do I still need to acquire permission.?

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raminator
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Joined: 04 Oct 2005
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PostPosted: Mon Sep 28, 2009 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

you still need permission...
and if you could/would/should post concepts/photos of the buildings you want, there might be a chance that someone helps you to create original content

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crevio
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Joined: 19 Apr 2009

PostPosted: Tue Sep 29, 2009 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

what do you think about this new cracked dirt terrain? I think with some decent transitions it will look awsome, huh?

oh and by the way my terrain issues are solved, just out of the blue I decided to take my images out of my expand.mix and put them into an ecache.mix and just have the temperat.ini inside the directory instead of an expand.mix also, and wouldnt ya know it, Bam, they all work and appear just as I place them in FA2. go figure huh?

Last edited by crevio on Thu Nov 26, 2009 7:13 am; edited 1 time in total

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Sep 29, 2009 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like red pavement IMO :/ with a good lat tho it could be good.

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Tue Sep 29, 2009 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
my new barracks for the South


better

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crevio
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Joined: 19 Apr 2009

PostPosted: Sun Oct 04, 2009 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I've decided to stick around atleast until my mod is complete, could be years Razz anyway here's my design for a warfac. I still need to update the pallete and add the smoke stack anim, but for the most part it is done.

Last edited by crevio on Thu Nov 26, 2009 7:13 am; edited 1 time in total

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Sun Oct 04, 2009 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does it work correctly? AFAIK war factories in RA2 must use a 5x3 foundation or the unit will spawn at the back of the building.

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crevio
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Joined: 19 Apr 2009

PostPosted: Sun Oct 04, 2009 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

at the moment it has a few bugs, I did however use the 5x3 foundation, I just dont have it coded all the way correctly yet. After I finish my anims and recode it I will show the end results.

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Mig Eater
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PostPosted: Sun Oct 04, 2009 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

5x3 is facing south east (normal war factories), your building it facing south west tho (3x5)

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crevio
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Joined: 19 Apr 2009

PostPosted: Sun Oct 04, 2009 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

that may be one of my bugs, I will have to change it. Thanks.

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inzane krazy
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Joined: 07 Nov 2006
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PostPosted: Mon Oct 05, 2009 5:00 am    Post subject: Reply with quote  Mark this post and the followings unread

haha, i love the terrain and trees, keep it up!

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crevio
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PostPosted: Wed Oct 07, 2009 2:45 am    Post subject: Reply with quote  Mark this post and the followings unread

What do you think of this for an airport?

Last edited by crevio on Thu Nov 26, 2009 7:14 am; edited 1 time in total

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Orac
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PostPosted: Wed Oct 07, 2009 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

buildup? shadows?

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inzane krazy
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PostPosted: Wed Oct 07, 2009 11:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks alright...but what are those red stick things?

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crevio
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Joined: 19 Apr 2009

PostPosted: Wed Oct 07, 2009 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

no build up yet, this was just a concept. for the stick looking things, thats supposed to be a pile of logs.

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suraj_geddam98
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Joined: 02 Aug 2009
Location: A red zone, helping the Scrin. Posts:100000000

PostPosted: Wed Oct 07, 2009 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice stuff till now. I like the new terrain.

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inzane krazy
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PostPosted: Wed Oct 07, 2009 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

uhh, it needs a load more of work and details, rather than just using the original RA2 stuff imo :/

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crevio
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PostPosted: Fri Oct 09, 2009 4:23 am    Post subject: Reply with quote  Mark this post and the followings unread

What do you think of my NapalmStrike Anim? Sorry for the shakyness, weapons coded to use ShakeScreen

Last edited by crevio on Thu Nov 26, 2009 7:14 am; edited 1 time in total

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Nikademis Von Hisson
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PostPosted: Fri Oct 09, 2009 4:33 am    Post subject: terrain Reply with quote  Mark this post and the followings unread

WTF....explosions look cool. The tiles that Mig said the one section looked like red pavement, to me looks like dried mud, is that what is? Like the new stuff....buildings are so so, but its 99% better than what I have done in the past. Looking for to more updates.

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Anderwin
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PostPosted: Sat Oct 10, 2009 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Post the explosion with a shp preiwer and not ingame.

I mean with the blue color back.

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crevio
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Joined: 19 Apr 2009

PostPosted: Sun Oct 11, 2009 5:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Not trying to be a jerk, but if I do that then anybody can right click and save my anim. Although I may make this mod available to the public, but if I do it'll only be after it's complete.

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Orac
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PostPosted: Sun Oct 11, 2009 6:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Um... Put a watermark on the anim?

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inzane krazy
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PostPosted: Sun Oct 11, 2009 6:25 am    Post subject: Reply with quote  Mark this post and the followings unread

It seems that it's really really far from over, and the napalm needs moar...err something, its missing something..cant say what though :/

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