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 Forum index » Modding Central » Media Hut
Flipped soviet conyard (Done.)
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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Sun Jul 11, 2010 2:19 am    Post subject:  Flipped soviet conyard (Done.)
Subject description: Hours and HOURS of work created this.
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All the lighting has been changed - it took FOREVER. I still need to go in and fix things like ground shadows and lighting inconsistencies. Other than that, it is done.

This will be a public release. Crane animation and everything will be included. This has been my pet project for 3 months now, though i've been working on it off-and-on. It will be perfect, having spent so much time on it so far I won't leave it in a shitty state.


sovietconyardbuildup.png
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sovietconyardbuildup.png



Last edited by Symphonic on Tue Jul 27, 2010 12:33 am; edited 1 time in total

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ArvinCool
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Joined: 01 Jun 2008

PostPosted: Sun Jul 11, 2010 8:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks good, I rather use vYard
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Team Black
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PostPosted: Sun Jul 11, 2010 8:47 am    Post subject: Reply with quote  Mark this post and the followings unread

nicely done, but.. why?
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Joshy
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PostPosted: Sun Jul 11, 2010 8:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Why not? #Tongue

Looks great! Nice work.
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Orac
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Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Jul 11, 2010 8:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
nicely done, but.. why?

I could say the same about a set of TS-voxel Hot-Air-Balloons #Tongue

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Crimsonum
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Joined: 14 Jul 2005
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PostPosted: Sun Jul 11, 2010 11:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Team Black wrote:
nicely done, but.. why?

I could say the same about a set of TS-voxel Hot-Air-Balloons #Tongue


While TB made the balloons in like...what, 5 minutes? Brian spent 3 months on this.

Indeed, it is well done, but IMO not worth the effort. Propably because I never liked any of the RA2 buildings. And in the end it is the same building Neutral
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Volgin
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PostPosted: Sun Jul 11, 2010 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't like the Devil's Tongue, are remakes not worth the effort to me? No. People can make good shit. Granted this is just... a flip, its nice to see another prerelease facility done. Problem being you can't get MCVs to deploy on that angle, thus rendering this kind of useless, no?
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Crimsonum
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PostPosted: Sun Jul 11, 2010 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I don't like the Devil's Tongue, are remakes not worth the effort to me? No.


Right, but...

Quote:
Granted this is just... a flip


This is more like what I meant.
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SMIFFGIG
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PostPosted: Sun Jul 11, 2010 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Im confused

This is the release version Soviet CNST but flipped?

why?
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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Sun Jul 11, 2010 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

In all honesty, partly because I wanted to see if I could do it. :p

But in reality, the prerelease soviet conyard was simply the current one but facing another direction. The only real difference was a different dome, which will be finished eventually. It's not pressing right now and to be honest I might just use the gold dome.

This is for my mod, but it will see a public release. I'm going to eventually release a pack of assets of everything I've completed to proper polish.

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Anderwin
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PostPosted: Wed Jul 14, 2010 3:36 pm    Post subject: Reply with quote  Mark this post and the followings unread



Yours #Tongue

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m7
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Joined: 17 Apr 2009

PostPosted: Wed Jul 14, 2010 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

What the hell was the point of posting that?

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Thu Jul 15, 2010 4:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Anderwin, you're an idiot. Mine is not just flipped, the LIGHTING is flipped. It was completely redone in photoshop.
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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Tue Jul 27, 2010 12:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Finished. I am aware there are some minor flickerings, they will be corrected eventually. For now, I'm tired of working on this.


conyard.gif
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My flipped version.
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Dasfonia
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Joined: 17 Apr 2010
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PostPosted: Tue Jul 27, 2010 1:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Volgin wrote:
Problem being you can't get MCVs to deploy on that angle, thus rendering this kind of useless, no?

That doesn't matter.

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Remus
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PostPosted: Tue Jul 27, 2010 2:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Actually, I believe there is a tag for controlling the direction a unit faces when deploying. I don't know if it's obsolete nor can I remember the exact tag, but I do know I've seen it before way back when studying/memorizing tags.

By the way, if it were impossible to deploy facing that direction, why does the Siege Chopper turn that way to deploy? (See schpdepl.shp)

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Volgin
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PostPosted: Tue Jul 27, 2010 2:42 am    Post subject: Reply with quote  Mark this post and the followings unread

don't tags like TickTank=yes and shit have to do with the direction the vehicle faces when it deploys? I'm just grasping at straws probably, but I could've sworn Smiffgig or somebody said it did... like really long ago, so I'm not putting words in his mouth.
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Cranium
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PostPosted: Tue Jul 27, 2010 3:04 am    Post subject: Reply with quote  Mark this post and the followings unread

dont know whether it works or not anymore, but it used to be, if it had the tag IsSimpleDeployer= you could change it's deploying direction with DeployDir= in [AudioVisual]

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xXHunterKillerXx
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Joined: 03 Jun 2010

PostPosted: Tue Jul 27, 2010 3:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Volgin wrote:
don't tags like TickTank=yes and shit have to do with the direction the vehicle faces when it deploys? I'm just grasping at straws probably, but I could've sworn Smiffgig or somebody said it did... like really long ago, so I'm not putting words in his mouth.


It does in TS. I'm not sure about RA2/YR though.

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Dasfonia
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PostPosted: Tue Jul 27, 2010 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pre-RA2 will be in Yuri's Revenge.
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Symphonic
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Joined: 06 Jan 2009

PostPosted: Wed Jul 28, 2010 5:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Almost finished fixing it. I am immensely proud of this. Next up will be the crane animation, which should be easier considering I'll already know what to do.


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comando
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PostPosted: Wed Jul 28, 2010 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Awsome, just awsome.

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Nyerguds
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PostPosted: Wed Jul 28, 2010 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Aren't you forgetting the shadows though? Those should probably be redone from scratch.

(In C&C1/RA1 modding that's a problem that doesn't even occur, since the shadows are on the same frames. No idea why they split em in TS/RA2, tbh)
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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Wed Jul 28, 2010 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nyerguds wrote:
Aren't you forgetting the shadows though? Those should probably be redone from scratch.

(In C&C1/RA1 modding that's a problem that doesn't even occur, since the shadows are on the same frames. No idea why they split em in TS/RA2, tbh)


Interestingly on the soviet conyard, many of the shadows are strictly vertical shadows - for whatever reason there isn't actually much angular lighting. I replicated what I felt was necessary (behind the building, behind the crane) but left other things as they were, for instance the vertical crane shadow - there is no angular displacement for it, thus I don't really feel pressured to change it.

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Orac
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PostPosted: Thu Jul 29, 2010 8:11 am    Post subject: Reply with quote  Mark this post and the followings unread

What about the grey dome? I thought that was the most attractive element of the pre-release CY..
Looks good though, btw.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Thu Jul 29, 2010 12:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nyerguds wrote:
(In C&C1/RA1 modding that's a problem that doesn't even occur, since the shadows are on the same frames. No idea why they split em in TS/RA2, tbh)

Most probably due to the pseudo-3d-engine, which allows to let the unit being rendered/drawn in a different distance to its shadow (e.g. when hovering/flying).
That's why a separate shadow was necessary, so the shadow can be the complete silhouette of the unit, which is impossible if unit and shadow are on the same frame as one pixel can't contain 2 different informations (unit color and shadow color) (well except they would have used the alpha channel for this: rgb for unit and alpha for shadow).
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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Thu Jul 29, 2010 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
What about the grey dome? I thought that was the most attractive element of the pre-release CY..
Looks good though, btw.


I have buildup frames completed for that too. I modified the current dome buildup really well to work with the old dome. I'll show that off when I finish fixing all the bugs with this.

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Dasfonia
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PostPosted: Fri Jul 30, 2010 12:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Bravo! Nice work Prime! Smile
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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Fri Jul 30, 2010 5:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Dasfonia wrote:
Bravo! Nice work Prime! Smile


Shaddup. xD

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Dasfonia
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PostPosted: Fri Jul 30, 2010 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Symphonic wrote:
Dasfonia wrote:
Bravo! Nice work Prime! Smile


Shaddup. xD


Nu!

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Parasite03
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PostPosted: Sun Aug 25, 2013 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Errr..... It's been 3 years since last post here. I really like it so, will you finish it up for public release?
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What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Symphonic
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PostPosted: Mon Aug 26, 2013 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Parasite03 wrote:
Errr..... It's been 3 years since last post here. I really like it so, will you finish it up for public release?


It's finished.

Public release sometime soon, I'd imagine..
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DaRTzO
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PostPosted: Fri Aug 30, 2013 7:05 am    Post subject: Reply with quote  Mark this post and the followings unread

LoL @ the golden part just forming out of thin air. Doesn't look so good.

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Graion Dilach
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PostPosted: Fri Aug 30, 2013 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Check your game then. It always happened that way.
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DarkVen9109
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PostPosted: Wed Sep 25, 2013 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Well done.... How about the Allied one?

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Atomic_Noodles
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PostPosted: Wed Sep 25, 2013 12:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Allies never had a different facing one.
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Volgin
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PostPosted: Wed Sep 25, 2013 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

the crane looks diff, ect.
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Symphonic
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Joined: 06 Jan 2009

PostPosted: Thu Sep 26, 2013 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

DarkVen9109 wrote:
Well done.... How about the Allied one?


I finished that one a long time ago.
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Parasite03
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PostPosted: Thu Sep 26, 2013 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

And how about releasing both of them?
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DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Parasite03
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PostPosted: Fri Oct 04, 2013 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some release soon?
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DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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RP
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PostPosted: Fri Oct 04, 2013 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread



PreRA2 has kinda-ish been in development since the release of RA2 (be it literally as PreRA2 or just Prime's work).
Not ever has there been any release of some sorts like a mod, just some loose assets.

While the work, almost entirely done by hand, done is amazing, a release will probably not happen in the (near) future.

Unless I'm wrong, in which case I'd happily like to see a release (after all these long years)!  Very Happy
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OmegaBolt
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PostPosted: Fri Oct 04, 2013 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

THERE WAS A PRERA2 RELEASE IN 2006 OR SO. NEVER FORGET.

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Volgin
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Joined: 07 Mar 2009

PostPosted: Fri Oct 04, 2013 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

SEVEN YEARS LATER...

Surely, OP will deliver.
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DarkVen9109
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Joined: 02 Nov 2012
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PostPosted: Sat Oct 05, 2013 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Ohh wait. Symph by any chance are you gonna upload this in YR Argentina or just use this one by yourself for your mod?

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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sun Oct 06, 2013 10:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have the destroy anim for this conyard. It is included on the Ra2.mix but I can release it if you want. I use it as build anim with reverse=yes, lol


In any case you can convert the gif to .shp
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Parasite03
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PostPosted: Mon Oct 07, 2013 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Reverse is not very good with it. The shadowa and hammer and sickle are both getting flipped.
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DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Symphonic
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Joined: 06 Jan 2009

PostPosted: Tue Oct 08, 2013 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

DarkVen9109 wrote:
Ohh wait. Symph by any chance are you gonna upload this in YR Argentina or just use this one by yourself for your mod?


Why on earth would I upload it to YRARG?  I'll be hosting the files on my own website.

RP wrote:


PreRA2 has kinda-ish been in development since the release of RA2 (be it literally as PreRA2 or just Prime's work).
Not ever has there been any release of some sorts like a mod, just some loose assets.

While the work, almost entirely done by hand, done is amazing, a release will probably not happen in the (near) future.

Unless I'm wrong, in which case I'd happily like to see a release (after all these long years)!  Very Happy


I'm really trying hard. Sad  There's not that much left to do, just very little motivation at the moment among everyone on the team.  Once I get back to work everything should fall into place, but I've been focusing on finishing up this undergrad degree.
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NimoStar
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Joined: 07 Nov 2012
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PostPosted: Tue Oct 08, 2013 1:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Reverse is not very good with it. The shadowa and hammer and sickle are both getting flipped.


I use an inverted .shp for the finished building too...

*  *  *

Because YR Arg is the place where most modders go for resources (this is what is being asked) and nearly nobody visits other resource sites.
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Symphonic
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Joined: 06 Jan 2009

PostPosted: Tue Oct 08, 2013 1:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:
Quote:
Reverse is not very good with it. The shadowa and hammer and sickle are both getting flipped.


I use an inverted .shp for the finished building too...

*  *  *

Because YR Arg is the place where most modders go for resources (this is what is being asked) and nearly nobody visits other resource sites.


I don't really care if anyone ever uses it.  I'll release it on my website, along with everything else, when the time comes.  I'm not really a fan of YRARG, they have a terrible website design.
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DarkVen9109
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PostPosted: Wed Oct 09, 2013 1:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Can you give me the url of your web?

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