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Mutant/Forgotten base structures
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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Sat Feb 06, 2010 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice job on both of those last 2.
The aeroport seems like it is more fit to be a GDI building IMO.

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Mon Feb 08, 2010 10:06 am    Post subject: Reply with quote  Mark this post and the followings unread

You wanted comments? #Tongue Well what can I say: the airfield is good, but not great. I feel like it's missing something, lights to guide aircraft to the ground or lines on the ground that indicate this is a landing spot. Apart from that, it's fine.

The refinery is good, I like it.

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Mon Feb 08, 2010 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, the Aeroport is still a beta, should finish it sometime... *opens eBay to shop for a time machine*

Once I have a Forgotten war factory done, I'm going to be releasing all the buildings in one big pack. The aim is to cover all the basic base buildings:
- Con Yard
- Power Plant
- Refinery
- Barracks
- Radar
- Base defense
- Vehicle factory

The modder should then have the all the core structures they require to get a Forgotten faction going, and can then add peripherals as they want.

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Thu Feb 18, 2010 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright... An idea that has been floating around in the back of my head for some time, and finally came to fruition today after two evenings of work.

The Mutant (Storage) Warehouse is the Forgotten equivalent of the Tiberium Silo. Built in the shell of a converted civilian building, the Warehouse can store far more processed tiberium that the generic GDI/Nod silo, has no power drain, and can even - in some cases - be used as a healing center to restore the health of any mutant infantry unit that enters it. In other cases, the mere presence of so much concentrated tiberium will allow nearby mutants to regain health if they spend enough time in the vicinity of the Warehouse.

The screenshot (composite due to the way the fill-up anims work) goes from empty (left) to full (right), with a regular silo as comparison. Also included is my Tiberium Processor, the Forgotten equivalent of the Tiberium Refinery, so that a scale comparison can be drawn between the Processor and the Warehouse. The tiberium that appears in the Warehouse as it fills up is NOT remapable, as might be suggested by the fact that the player colour also happened to be green for the screenshots.



MAWARE Ingame 001.png
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MAWARE Ingame 001.png



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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Feb 18, 2010 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice idea, my only issue being the tiberium in the warehouse looks kinda sandy.

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Thu Feb 18, 2010 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats great!

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vladek515
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Joined: 26 Nov 2009
Location: Yellow zone

PostPosted: Thu Feb 18, 2010 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks cool

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Thu Feb 18, 2010 9:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Professional work.

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ZoidZilla
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Joined: 16 Apr 2008

PostPosted: Thu Feb 18, 2010 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Really nice Idea.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Fri Feb 19, 2010 2:00 am    Post subject: Reply with quote  Mark this post and the followings unread

NOZ! You forgot about tiberium leakage through the windos!!! XD

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Fri Feb 19, 2010 6:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I'm still trying to think of a better alternative to the final filled-up frame, maybe some way to give the mound of tiberim inside some perspective with regards to the walls of the building. Will update if it happens.

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Wed Feb 24, 2010 6:22 am    Post subject: Reply with quote  Mark this post and the followings unread

This next one was done per request by SuperJoe. He was looking for an alternate ConYard for the Forgotten, something I had never planned to do mainly because I wanted to at least keep the ConYards the same between the different factions. Keeps things simple when targeting those superweapons, y'know? Anyway...

Known as the Prefab Constructor, this building has two functions within the Forgotten tech tree:
1) it allows the construction of fake buildings - these structures have none of the functionality of the buildings they imitate, and require only a trickle of energy to stay operational
2) with the crane attached to the central tower of the building, it can repair any nearby friendly vehicles that come into base contact with the building

It is still a work-in-progress, need to put some shadows and a damaged frame together for it, but this is the preliminary result. I included some other Forgotten buildings in the screenshot for scale and comparison.



MASITE Ingame 001.png
 Description:
Four copies of the building, with the turret at various rotation angles, along with a Mutant Den and a Tiberium Processor. The regular CY at the top gives an idea of the scale.
 Filesize:  194.06 KB
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MASITE Ingame 001.png



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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Tue Mar 09, 2010 6:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Right - the final preview is now done! Once I get some feedback on these last two buildings, I can actually start releasing the SHP's.

First is an update of the Prefab Constructor I posted before. The front area has been modified somewhat (was a bit empty before) and a few lengths of fencing have been added to some of the sides to give the foundation edges more definition.

Second is a new building, the Machinegun Bunker. It is essentially a rework of the civilian Guard Tower, but edited to occupy a "smaller" 1x1 base - the original spills over a 1x1 foundation, while this version is only slighty large than the GASPOT foundation. I'm not quite satisfied with it yet... But this is the general idea. The sandbags around the base were added to make it fit in better with the Sandbag Walls (Component Tower style), which seems to be a favourite for Forgotten factions.

And lastly - the Vehicle Plant. Yes, it is massive. Yes, it does not have a door animation. Yes, it is high and wide enough to launch two Mammoth Mk.II's side by side, each carrying a Titan on their back...

The idea for this one was a civilian automobile factory that had been converted to produce the mixed bag of vehicles that the Forgotten have access to. From the Armored Car to the Troop Bus to the Mammoth Tank to the Tiberium Floater - they all come from this concrete monstrosity. The Tiberium Floater, buildable by my Forgotten faction, is also one of the reasons this factory has such a wide exit - I did not want clipping problems with the mass of tentacles the Floater has, and this design is comfortably safe.

Because of its size and also height, the Vehicle Plant could also be used as a Mech factory, producing and launching some of those sexy BattleMechs LKO released over at tibweb. My Forgotten factions does not field any Mechs though, but the option is there.

Comments/crit/feedback are welcome as ever. I'm going to start working on release packs for all the designs I've posted here, will try to have the first pack out by the weekend.



MAGBNK Ingame 001.png
 Description:
The new version of the Prefab Constructor, with an MCV and CY for scale. The Machinegun Bunker is at the top, next to a line of sandbags.
 Filesize:  107.81 KB
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MAGBNK Ingame 001.png



MAWEAP Ingame 001.png
 Description:
MAWEAP in various stages of producing a SSM Launcher. The Spotlight Towers were added to give an idea of the scale of the building. The two infantry units are standing at the far edges of the bib.
 Filesize:  100.95 KB
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MAWEAP Ingame 001.png



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xenom
Vehicle Driver


Joined: 22 Feb 2010

PostPosted: Thu Mar 11, 2010 12:18 am    Post subject: Reply with quote  Mark this post and the followings unread

WOW really awesome! maweap looks just great! the only thing i dont really like is that blob on the top of the mg bunker. it dont fits in somehow..

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Darkstorm
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Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Mar 11, 2010 1:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Neat, I like the War Factory's style.

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Thu Mar 11, 2010 6:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm actually thinking of a skirmish map where there is a huge civilian compound in the middle, with those concrete war factories that can be captured. Once captured, they allow the owner to build an unlimited number of Mammoth Mk.II units... IMAGINE THE CARNAGE!

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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Thu Mar 11, 2010 10:11 am    Post subject: Reply with quote  Mark this post and the followings unread

It may be too much open.
Usually on war factories,the door is like 1/6 of the front of the building,so 5/6 would be hiding everything inside.

Here when I look at the picture,I wonder where the unit come from,because I see the inside so much I'm thinking there's no room for machines to build the unit (or even a way to underground).

Well hard to explain this feeling,like it's big,and at the same time too small.

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inzane krazy
General


Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Thu Mar 11, 2010 10:28 am    Post subject: Reply with quote  Mark this post and the followings unread

That warfactory actually looks like the first proper Mutant factory Ive ever seen...

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Thu Mar 11, 2010 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, the machinery is mostly at the back, and also buried underground some. I'll look into adding some girders/stuff along the back wall (where two fuel tanks from NAHPAD currently are) to give the interior a more "functional" look. I'm not too familiar with the insides of car factories, to be honest!

Since my Main Structure pack is now done, is there anything else you guys would like to see? Any specific buildings or suggestions would be welcome - I'm not too familiar with the current generation of Forgotten mods either, so if anyone is missing art for a structure, I'd be more than happy to look into making a C&P one.

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inzane krazy
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Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Thu Mar 11, 2010 10:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, the insides of a car factory would look like....

rows upon rows of conveyor belts in differents rooms....
Same goes for a tank factory, except that it's more specialized for tanks.





It's Rolls Royce... So you'd know most of the assembling is done by hand

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Thu Mar 11, 2010 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's a Forgotten war factory... Most of the assembling is done by hand as well!

Except for the Tiberium Floater - that one is more a case of "Unleash in one direction and run the other way"...

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inzane krazy
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Joined: 07 Nov 2006
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PostPosted: Thu Mar 11, 2010 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

That should be some sort of support power #Tongue

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Askhati
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Joined: 22 Dec 2009

PostPosted: Thu Mar 11, 2010 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Floater has BuildLimit=1, so swarming the enemy is not an option. Combined with visceroids, Umagon and some Tiberian Fiends (a.k.a. Canus Tiberius), it should be pretty fun to watch though!

Here's a thought - Tiberium Floaters as buildable deployed vehicles. You build and place it as a building (buildup shows the digging anim and the dome of the Floater bursting from the ground), and then undeploy it to move it around. The deployed version puffs gas as primary attack, and heals itself. The Floater can then freely change between vehicle and building as the situation requires. Hmmm.... *plans for the weekend*

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InsanitySorrow
Civilian


Joined: 05 Mar 2010
Location: UK

PostPosted: Fri Mar 12, 2010 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow great stuff here, I love seeing new units/buildings ect for new factions Very Happy

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Fri Mar 12, 2010 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any chance of seeing a suicide schoolbus with exploding gas? Similar to the one used in the third FS GDI "Riot control" mission? Anyone have criticism to this? Hehe, maybe use it as a transport too but make sure that all troops exit before you detonate(Unless you want to have a "Kamikaze team"). =P

Possible commando: A member of the Forgotten who has evolved to the point of being able to harness Tiberium energies and is thus adept at either:

1. Unleashing a force that rocks enemy tanks, slowing and heavily damaging them in the process.

2. Unleashing a powerful chain of electric jolt against enemy units/structures.

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Mon Mar 15, 2010 6:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, I've been thinking about some more commando units for the Forgotten - your idea might have some merit to it. Although, to be honest, I see tesla/ion/electricity tech and suicide units more in the realm of CABAL than in the Forgotten arsenal.

Speaking of Forgotten commandos though, does anyone know of/have infantry icons for the Forgotten? I'm specifically looking for icons for units like the regular Mutant, the MWMN, the Mutant Sergeant, the Chameleon Spy, etc etc. Something for the Tiberian Fiend would also be great.

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Pepzi
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Joined: 26 Nov 2004
Location: Sweden

PostPosted: Tue Mar 16, 2010 5:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Askhati wrote:
Hmm, I've been thinking about some more commando units for the Forgotten - your idea might have some merit to it. Although, to be honest, I see tesla/ion/electricity tech and suicide units more in the realm of CABAL than in the Forgotten arsenal.


My main reason for this suggestion was because of a revelation by Adam Isgreen that compared the Forgottens abilities with say "X-men". I didn't say it involved technology, it's about the mysterious energies of Tiberium that the Forgotten inherited and share a bond with. I don't think that sounds like Cabal at all.

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Orac
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Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Mar 17, 2010 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Bah, the Forgotten need a more interesting edge on humanity than magic. TBH, I feel that the mutants should have a more mundane feel than GDI or Nod.

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Pepzi
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Joined: 26 Nov 2004
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PostPosted: Wed Mar 17, 2010 8:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Bah, the Forgotten need a more interesting edge on humanity than magic. TBH, I feel that the mutants should have a more mundane feel than GDI or Nod.


They have a bond with tiberium, hence why they are able to "tame" the tiberium creatures to their side. There's possibly a common acting intelligence that runs through all tiberium related life. But part of the reason we didn't see much of these powers manifest was because the Forgotten in TS had not evolved far enough.

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Askhati
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Joined: 22 Dec 2009

PostPosted: Wed Mar 17, 2010 8:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, between Umagon, Ghostalker and the Mutant Hijacker, we already get a pretty good idea as to what they can be capable of. Add the Tiberian Fiend, the Tiberium Floater and the Visceroids to the equation, and you get some pretty lethal results. More infantry would have been nice though, especially some anti-tank guy that was NOT a copy of the Rocket Infantry...

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Askhati
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Joined: 22 Dec 2009

PostPosted: Wed Mar 17, 2010 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread


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Nyerguds
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Joined: 24 May 2004
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PostPosted: Sun Oct 03, 2010 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

About that plant... what exactly is the advantage of using one plugin over another one, in your mod?

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Mon Apr 08, 2013 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

A new take on the Forgotten war factory, based on SuperJoe's 'Workshop' idea. It uses the standard 4x3 war factory footprint, and the sharp eye will notice that the bib in the front is that of GAWEAP.

I'm thinking it can do with one or two extra remaps, but I am waiting for SuperJoe's feedback before continuing.

*waves necromancer staff*



Mutant Workshop.gif
 Description:
Two 2TNK at the far edges of the bib to demarcate it; a third one has just been produced, and will now move out. Some infantry and other buildings for scale.
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Mutant Workshop.gif



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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Mon Apr 08, 2013 10:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very cool.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Mon Apr 08, 2013 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh dear, this looks atrocious. No offense meant. You've done amazing buildings and the older mutant factory is a testament to what you can do, this just... ugh.  The bib absolutely kills it, along with the random gas station sign. I get that this is a scrap-heap faction, but who'd stick a gas station sign there?

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SuperJoe
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PostPosted: Tue Apr 09, 2013 1:03 am    Post subject: Reply with quote  Mark this post and the followings unread

It has alot of potential, looks very GLA'ish to me, which is a good thing. I think the part where the vehicle appears should be covered by some sort of makeshift roof. If left open the vehicle would simply appear out of thin air when the construction was finished. If it had a roof, you could have a nice production anim with sparks flying off and flashes of light, as the vehicle is being worked on and prepared. Then when finished it would drive away, revealing itself. The roof could be made out of some sheets of metal or something which looks hastily put together and cheap. It wouldn't need a door, so the structure remains "open" and not a closed factory.

If possible, could also add some more "junk" to it, like pieces of stuff lying around. Maybe the car wreck from the workshop in my mod? Some boxes and stuff piled up? I don't mind the gas station sign, though maybe it could be modified to be something like a small light post? An active anim could have the light post sometimes flashing on / off, again giving off the junkyardy feel for the structure.

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Askhati
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Joined: 22 Dec 2009

PostPosted: Tue Apr 09, 2013 8:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Urrgh... More rusty than I imagined.

Oddly enough, if this workshop is cleaned up a bit - remove sandbags, remove striped remap on outbuilding roof - it turns into a semi-plausible civilian building. Also, if you drop the bib and make it a 3x3 structure, it can work as a supply depot of sorts, or something similarly passive.

And the gas station sign was meant to be funny, damnit! It's not like they have fancy, clean energy like GDI or Nod... #Tongue

The bib does not work though, agree on that. Will take the civilian pavement bib of the tiberium refinery (posted here) to replace it. My main concern at the moment is finding a suitable building to create the workshop 'barn' from. Funny enough, I already found the perfect door for it...

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Askhati
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Joined: 22 Dec 2009

PostPosted: Tue Apr 09, 2013 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, working on the warehouse effect... The Mutant Factory Yard.

It lacks all the remaps and clutter you would expect from a Forgotten building, and is midway in size between a regular War Factory and that massive concrete factory I posted initially. I just wanted to test whether the door gap was high enough for most vehicles, and it seems to work. Mutants don't have walkers, so...



Mutant Factory Yard.gif
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2TNK being produced on left; on right, a 2TNK stands at the edge of the bib.
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Volgin
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Joined: 07 Mar 2009

PostPosted: Tue Apr 09, 2013 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really like this much more, nice. I'd suggest some pipes on the top possibly? Nothing too big but something to get rid of fumes. Make the bib blend in a more natural way (possibly use the road crosswalks and have them fade out)?

I kind of want to see you make a parking garage structure -this looks like a wonderful template for such a building.

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OmegaBolt
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Joined: 21 Mar 2005
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PostPosted: Tue Apr 09, 2013 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also needs shadowing on the inside.

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Tue Apr 09, 2013 9:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Parking garage structure? Can you elaborate a bit?

Will finish up the Factory Yard (reminds me of something Soviet) and then repost.

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Askhati
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Joined: 22 Dec 2009

PostPosted: Wed Apr 10, 2013 1:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Yaaargh! *lack of coherent posting due to posting time being 03:18*



Mutant Workshop 2.gif
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Lin Kuei Ominae
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Joined: 16 Aug 2006
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PostPosted: Wed Apr 10, 2013 7:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Is there dirt on the bib? If yes, remove it so it doesn't only blends in on normal ground.

The dooranim needs shadowframes, so the leaving unit is shadowed like the interior.

The door billboard needs to be shadowed like the other southeast facing walls.

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Vefbl4
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PostPosted: Wed Apr 10, 2013 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

looks cool.

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Volgin
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PostPosted: Wed Apr 10, 2013 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks sick - Like the gray suports holding the wall up on the left side. Looks like a real shoddy construction. Very well done!!!

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Askhati
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Joined: 22 Dec 2009

PostPosted: Wed Apr 10, 2013 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Followed points #2 and #3 from LKO, have attached a time-lapse composition of the results. The mouth now appears too dark again, as the interior of the workshop - MAWORK_1 - has the floor already darkened, and the shadow overlay from the retracting door now makes it even darker. Oh well... Maybe all the interior light-bulbs burned out? #Tongue

Volgin, I'm still curious about this 'parking garage' comment of yours. Are you looking for something in that line?



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OmegaBolt
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Location: York, England

PostPosted: Wed Apr 10, 2013 5:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

If the shadows only available when the door is open then only have the shadow on that animation? Also surely the door would have to move up or down considering it doesn't fold up.

The roof objects also need shadows and the bit of pavement at the edge of the road.

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Lin Kuei Ominae
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Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 10, 2013 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

the door is sliding to the side? o.O
That doesn't work. Where should it go, when there is already the wall and it's not going beyond the wall to the right?

It would be better if you let swing upwards under the roof.
Or easier for you, since i assume you use picture editing, would be to let it slide simply down into the ground. A slightly darker line when it is completely lowered could show, that there is some kind of pit into which the door slides down.
Or let it raise upwards in front of the windows.


Yes, the shadow needs to be on the dooranim only. The inner part needs only a shadow if the doorshadow isn't reaching that point (not the case here).

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Graion Dilach
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PostPosted: Wed Apr 10, 2013 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why not, I already seen garages where mechanics work (since my father is one at least for a decade, I've seen quite enough of zhose already) with such doors. Those doesn't slide tho but turn next to the wall.

Swinging upside or sliding it to the ground just doesn't fit to the building's old abantoned setting.

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OmegaBolt
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PostPosted: Wed Apr 10, 2013 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah but this doesn't appear to do anything but disappear into the wall, it doesn't fold or bend along the inside. I think simply being raised with pulleys is a pretty basic way of doing it. Can imagine that in a Mad Max garage where the 'door' is simply a sheet of old metal.

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