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Stuff I'm working on.
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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Mar 05, 2010 5:50 am    Post subject:  Stuff I'm working on.
Subject description: for whatever reason
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In the near future I will be making a set of structures for a new side, and either releasing them to everyone or I might make a TC, they will likely be robotic or cybernetic in nature.

I was going to make them all in this scheme, but it's subject to change, since more detail is still needed.

Helpful comments are always welcome. #Tongue



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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Fri Mar 05, 2010 6:17 am    Post subject: Reply with quote  Mark this post and the followings unread

When you say robotic/cybernetic in theme, the obvious connection would be CABAL... Have you done any work in trying to extrapolate the style of the CABAL buildings from FS to other buildings as well? E.g. a war factory or radar building done in the same style as the CABAL Core or Obelisk of Darkness

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Mar 05, 2010 6:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Cabal is TS universe, and this has no connection to TS or cabal.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Mar 05, 2010 7:09 am    Post subject: Reply with quote  Mark this post and the followings unread

It looks interesting, but the front door looks a bit odd to me.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Mar 05, 2010 7:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Good point, I'm thinking it could turn out too small for larger tanks anyways.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Mar 05, 2010 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well if intended for ra2, a roof animation would be very useful but nice stuff Smile

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Mar 05, 2010 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm liking this Tony, but as AG mentioned, if this is going to be a war factory dont forget that you'll need the roof to open for any type of jump jet unit. Maybe split the roof and have it slide open?

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Mar 05, 2010 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

The roof will split down the center. #Tongue

Looks Like I'll be needing help shping these, I cant seem to get the lighting right in the doorway, and they turn out transparent when I try to shp the model.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Mar 05, 2010 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

you need to put in the fill lights, looks like all you have there is a shadow light. They turn out transparent because the Black on the doors and such from the shadow isnt in the pallet so it assumes its part of the Blue transparency unittem.pal uses.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Mar 05, 2010 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would you like to have a look at the model Cranium?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Mar 05, 2010 9:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

That chimney on the far left looks all alone #Tongue

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Mar 05, 2010 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

updates. Very Happy



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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Mar 05, 2010 10:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks pretty damn good Wink I see you figured the lighting out, thats great. though I hope you dont have problems with it ingame, your main door sets off a little to far to the right.



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Last edited by Cranium on Fri Mar 05, 2010 10:51 pm; edited 1 time in total

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Mar 05, 2010 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

It may look good without that side thing.. true. I don't want this thing to be a waste. I'll give it a run.

Last edited by Tony on Sat Mar 06, 2010 1:17 am; edited 2 times in total

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Mar 05, 2010 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

yea, war fac's are funny like that. I believe the exit coordinates are hardcoded, top/center for jumpjets and front/center for vehicles. Dont forget, that white square in front of the door will be your bib shape. I think I know what I'm talking about, but not sure as I tend to forget things sometimes #Silly

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Mar 05, 2010 11:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

So the door should be centered at zero on X and Y I take it.

Edit: I think this will work without removing anything.



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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Mar 05, 2010 11:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

yea that looks like it just may work Tony, but like I said I would try it first.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sat Mar 06, 2010 12:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Yea, it didn't work with the small side structure, it was cut off ingame.

Anyways, below is the current war factory model, I don't think I'll do much more with it, but I still plan to try shping it eventually. if anyone else wants to.. by all means go ahead.

And here is the next unfinished project, the Barracks.



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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sat Mar 06, 2010 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, I have everything lined up for when units exit, and the top door opens/closes flawlessly, nothing overlaps.

Now for the most annoying problem, how do I avoid, or fix the antialiasing occurring with the blue transparent background?



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Last edited by Tony on Sat Mar 06, 2010 11:06 pm; edited 1 time in total

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sat Mar 06, 2010 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks perfect! I would add some better texture if I were you though :p

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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Sun Mar 07, 2010 12:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Customize/Preferences/Rendering/Don't Antialias Against Background.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Mar 07, 2010 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey Tony, think you could do some Aztec inspired architecture? #Tongue

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Sun Mar 07, 2010 4:59 am    Post subject: Reply with quote  Mark this post and the followings unread

DONE.







I...I mean Agreed.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sun Mar 07, 2010 5:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you Zoidzilla!

@ Bolt. yes. #Tongue

The shp is now done, look for a new topic.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Mon Mar 08, 2010 8:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Here is a power plant.. maybe.

I'm thinking of adding an exterior control room.. anything for more detail.

Also, what are the possible foundation sizes in yr? without ares.. etc



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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Mon Mar 08, 2010 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Possible sizes:

Modenc wrote:
0x0, 6x4, 3x4, 4x4, 5x3, 2x5, 2x6, 1x5, 1x4, 4x3, 3x1, 1x3, 3x3REFINERY, 4x2, 3x5, 3x3, 3x2, 2x3, 2x2, 1x2, 2x1, 1x1


http://modenc.renegadeprojects.com/Foundation

Good building, but again I suggest a little more texture variety.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Mon Mar 08, 2010 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I gotta find or make some more textures

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Mar 09, 2010 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice power plant (?)

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Mar 09, 2010 1:30 am    Post subject: Reply with quote  Mark this post and the followings unread

yep, power plant.

Barracks will be released today.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Mar 09, 2010 1:35 am    Post subject: Reply with quote  Mark this post and the followings unread

BTW I have just realized that your factory does not have shadows...

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Mar 09, 2010 2:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm pretty sure It does.. maybe not big ones, but it does.

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