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RevengeForce Buildings
Moderators: Cranium
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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Sep 17, 2010 11:11 pm    Post subject:  RevengeForce Buildings Reply with quote  Mark this post and the followings unread



RevengeForce Cnstyard
Buildable=yes
Cost: 3000
Limit=3
additional cnstyards can be constructed by way of MCV purchase.



WarFactory
Cost: 2000
Vehicle exit door opens/closes
Uses 1 Production anim, 3 active anims



Barracks
Cost: 600
uses 1 Production anim, 2 active anims

Last edited by Cranium on Sun Sep 19, 2010 5:24 am; edited 5 times in total

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Fri Sep 17, 2010 11:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looking good. Can reply too.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Sep 17, 2010 11:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I like this building.
Will you be following this style throughout the rest of the side, as I seem to remember that you had a fair number of buildings already done?

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Sep 18, 2010 12:54 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah, I will be updating the RF buildings to follow this style, but only updating RevengeForce at the moment. The Venom faction which is already 95% done will remain as is for the most part. Still trying to get everything organized, so there may not be any significant posting here till tomorrow.

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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Sat Sep 18, 2010 8:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Posting here work from France. Very Happy

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0warfighter0
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Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Sat Sep 18, 2010 11:45 am    Post subject: Reply with quote  Mark this post and the followings unread

That looks great, but is it me or are the ventilators on the top a bit stretched?

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Sat Sep 18, 2010 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

The ventilators rotated forward like that makes them look off, but the structure itself looks great.

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Sep 18, 2010 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've fixed the 'reply' problem from the VenomRage main forum.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Sep 18, 2010 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

There seems to be nothing wrong with the ventilators in my opinion. The entire building looks really well done.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Sep 19, 2010 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Banshee for fixing that.

About the ventilators,
you wont notice that on the ventilators when they are spinning anyway.

Also would you guys rather see ingame pics of the buildings or how I have them now? "Reposted some pics up top"

The barracks and warfac arent updated yet, just threw in some pics to see how you guys would prefer to view them.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Sep 19, 2010 6:59 am    Post subject: Reply with quote  Mark this post and the followings unread

The barracks appear little high, maybe lower them a bit.

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Sep 19, 2010 9:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Well the barracks just looks too big, unless theyre not to scale. It also doesnt seem to have the same style, needs that grey/brown texture.

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Sep 19, 2010 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Bloody hell, those are nice Smile

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Sep 21, 2010 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread



Reupload of Barracks


Airport
Cost:1000
Armor=steel
Uses 3 ActiveAnims


PowerGenerator
Cost:550
Armor=concrete
Uses 1 activeAnim

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Mar 11, 2011 3:50 am    Post subject: Reply with quote  Mark this post and the followings unread

New dual barrel SuperCannon
Replaces the old gtgcan
Has dual recoiling barrels.



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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Fri Mar 11, 2011 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

IS that new grass? I notice how it has the bumpmap (or normal map), nice job.

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Team Black
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PostPosted: Fri Mar 11, 2011 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

looking good

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Mar 11, 2011 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

@MT, Thanks, yeah, just made the grass 2 days ago. Also made a darker version too for the lats and some new darker dirt with bumpmap as well. They came out looking pretty nice.

@TeamBlack, Thanks for the compliment.

Here's an ingame gif of the new SuperCannon
Gonna be upgrading the weapon to something different, already have new projectile, and a different explosion is in the works.



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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Fri Mar 11, 2011 8:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

It looks great! If you could make it have double smoke, then it would look pretty cool. This mod looks sehr gut.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Mar 14, 2011 10:33 am    Post subject: VRF Reply with quote  Mark this post and the followings unread

Is there a tutorial on how to make the cannon have recoil for a shp?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Mar 15, 2011 1:02 am    Post subject: Reply with quote  Mark this post and the followings unread

@NVH, I dont know if a tutorial exists for this. It's not really hard to do. Just take a look at how the gtgcan is made and go with it from there. Only the body is .shp, the turret and barrel is .vxl

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Nikademis Von Hisson
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PostPosted: Tue Mar 15, 2011 11:18 pm    Post subject: RF B Reply with quote  Mark this post and the followings unread

OK, thanks

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Apr 19, 2011 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hows this style for RevengeForce wall system look?

Dont mind the yellow, its just one of my spacers i use.



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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Apr 19, 2011 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

From what I remember those style of gates don't work in RA2, only in TS. The gate is always drawn over the units in RA2.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Apr 19, 2011 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did that fix get any dev time in Ares? I can't honestly remember.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Tue Apr 19, 2011 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont know Orac, I was under the assumption taht it was possible, atleast I hope it is or I just wasted my time. Confused

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Wed Apr 20, 2011 2:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, after some testing seems you are correct. Must be the SpecialZOverlay= tag not working i'm asumming. however, there is an easy way around it. Just add a blank frame to the end of the gate anim. It's odd to have a gate totally disappear into the ground, but hey, who says you have to follow the rules Razz



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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Sun Jun 05, 2011 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Walls look cool, but other stuff may be better.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jun 16, 2011 11:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

RevengeForces new Secret Weapon Very Happy



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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Fri Jun 17, 2011 7:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Approved

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Fri Jun 17, 2011 11:58 am    Post subject:   Reply with quote  Mark this post and the followings unread

that really good

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Fri Jun 17, 2011 12:03 pm    Post subject: RF Reply with quote  Mark this post and the followings unread

very nice......can you tell us what the weapon does, or is that classified?

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Jun 17, 2011 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your buildings would look better if you reduced the light and also were more consistent with the textures as per same side buildings.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Sat Jun 18, 2011 12:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

NVH wrote:
very nice......can you tell us what the weapon does, or is that classified?


Classified at the moment, I will reveal it's objective when animations are done.

@ApolloTD, most of RF units and buildings use the same textures, the light and dark grays, however some come out having differences. I 'll be going thru them to make sure all have same base textures and stuff.

Thanks for the replies.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Tue Jun 28, 2011 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok, i started messing around with different textures. I figured I try them out on this, the Refinery. These textures look better for RevengeForce buildings?



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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Jun 28, 2011 8:47 pm    Post subject: RF Reply with quote  Mark this post and the followings unread

silver looks kinda bright...but wont know unless its in shp format it migth change it

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Tue Jun 28, 2011 10:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

that looks much better. top quality.
NVN why would it look different in a shp format? If he is loosing to many colors in the conversion, he could always use custom palette.

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Cranium
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PostPosted: Tue Jun 28, 2011 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep, ArvinCool is right, what you see there is what it is ingame also. Most if not all buildings use thier own palettes. And due to my lighting ingame it's not as bright anyways Wink

Oh and, Thanks for the compliment ArvinCool. Smile

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Wed Jun 29, 2011 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Prism Tower concept. Probably gonna make some changes to it though.



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Nikademis Von Hisson
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PostPosted: Wed Jun 29, 2011 1:03 am    Post subject: RF Reply with quote  Mark this post and the followings unread

what i meant by the shp format is that when you make it a shp it might tone it down a bit.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jun 30, 2011 2:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for another bad gif, but heres the RFPRISM ingame. There's an actual charge anim, but wasnt working at time of gif making.



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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Thu Jun 30, 2011 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

The only issue is that the laser seems to come from the silver ring below the rotating red boxes. Other than that it's quite nice. a little bright for my taste

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Jul 01, 2011 8:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Super anim 2



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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Jul 01, 2011 8:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

TBH I don't much like the rings on either buildings or the semicircular things at on the tower of the super weapon. There's nothing wrong with your modeling it's just the designs are a bit uninspired IMO. I have no clear idea what sort of theme this RevengeForce are supposed to have. What kind of side are they? It doesn't seem to reflect in the buildings. Everything seems generically high tech.

Why not on the laser tower have a series of reflectors spinning around a central tower and some kind of focusing device on the top. During the charge anim all the mirrors align and a beam of light fires between each, converging on the central dish at the top.

For the superweapon I would add more gadgets, especially around the 4 spires. Just things like radar dishes, panels of sorts, railings etc.

Each of the four spires could be a closed satellite dish (four panels closed like a flower) with a giant variant in the centre. Upon charging each dish opens up, locks down and spins to face the central tower, which also opens revealing some kind of laser pointer (I don't know what the weapond does TBH). You could also add metal doors that circle around the central core (near the red bits of remap) which open upon charging, revealing the blue floaty things inside.

I'd also add a lot more red lights indicating it's going into action and perhaps a series of lights like on the Obelisk which light up in sequence during charge.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Jul 01, 2011 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

@OmegaBolt, While your suggestions are taken in to acount, I'm without a team in this mod. If I made everything to perfection it would drag on for 10 years or so like D-Day. Although D-Day is most likely the best ever RA2 mod assembled thus far, I dont have 10 years to devote to this project. I dont have problems changing a few things here or there, as long as they are simple changes.
Dont get me wrong, I too want a mod that everyone will one day say, "Wow, thats an awsome mod. Play wise and graphic wise" But since I'm pretty much making this mod alone, I have to accept alot of the things I make as is. I'm already putting myself into a bind redoing all the building textures for both Venom and RevengeForce, and my goal is to have this thing released this year.
Maybe after it's had it's first release I can relax a bit more and make things more appealing.

How this for the Prism Tower now?



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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jul 02, 2011 2:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Advanced anti-air defense



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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Jul 02, 2011 3:19 am    Post subject: RFB Reply with quote  Mark this post and the followings unread

that is sweet

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sat Jul 02, 2011 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very nice!

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sat Jul 02, 2011 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now THAT is the premier anti-aircraft cannon everyone needs.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Sat Jul 02, 2011 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

great stuff

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