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reworking of my new terrain 3-29-11
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Nikademis Von Hisson
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Location: Wilkes Barre PA

PostPosted: Fri Jan 14, 2011 12:41 am    Post subject: reworking of my new terrain 1-13-11 Reply with quote  Mark this post and the followings unread

Vefbl4 wrote:
I don't know what feedback do you want. But those lines make your road look like a toy road. And the size differences between them doesn't make it any better. But still you are free to do what ever you want.


No... opinions are there for a reason and you pointed out the size of spaces is off. The piece was copied and rotated. Thats the kinda feedback I am talking about. So you are suggesting go with something like the road lines pic? The other is technically a 3 lane road, 1 drive lane 2 outer parking lanes. I want to make a simple road, I don't think there is a need for 5 kinds of roads...unless.....the community thinks it would give the game a better feel.


How about this......you tell me what you would like to see in a road tile and I can work from there. I know what I was trying to do, but if you have something you would like to see than I can work with your suggestion.

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Mig Eater
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PostPosted: Fri Jan 14, 2011 12:49 am    Post subject: Reply with quote  Mark this post and the followings unread

What/who are you actually making these for?

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Nikademis Von Hisson
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PostPosted: Fri Jan 14, 2011 12:53 am    Post subject: reworking of my new terrain 1-13-11 Reply with quote  Mark this post and the followings unread

The reason I am making these is because I don't like the 2 lane roads provided by WestWood. But since I am making these I have to be able to have 2 lane and 4 lane blend together looks wise.

If someone has a road style they would like to see I am willing to try and make it.

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Vefbl4
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PostPosted: Fri Jan 14, 2011 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, I also done something simular. But, I'w got my self an aerial photo, of a road, to see, how, the ztype, it should look, ingame. It's simular from the ingame point of view.



And as you can see the used road always is darker under the line where cars usually drive. You can apply this effect on your road to make it look more realistic.

Also, don't make the lines stand out too much. This is why it has this "toy like" feeling. Try to blend them as much as possible with the road.

As you can see in my old, long forgotten mod. I used to apply this strategy on my roads. But, I left my lines, look like that, because, I liked that clean, uniformic feeling. But I blended them with low contrast.



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Volgin
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PostPosted: Fri Jan 14, 2011 1:53 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't know why, but that screenshot makes me think of Nuketown. Please, tell me this mod has nukes in it somewhere?

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Cranium
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PostPosted: Fri Jan 14, 2011 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
If someone has a road style they would like to see I am willing to try and make it.


Well, if you have some free time, I could use a hand with these.



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Nikademis Von Hisson
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PostPosted: Fri Jan 14, 2011 2:39 am    Post subject: terrain Reply with quote  Mark this post and the followings unread

Vefbl4 if that mod is for ra2/yuri i like the look. was that a texture for the road surface?

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Nikademis Von Hisson
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PostPosted: Fri Jan 14, 2011 4:58 am    Post subject: update Reply with quote  Mark this post and the followings unread

Re-work of the lines. I understand the whole light/dark texture Vefbl4 and once i get my pieces done I will return to that part of the road, but for now this is what i have.

@ OmegaBolt I did notice the double line made the corners look a bit better. What do you think?

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Vefbl4
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PostPosted: Fri Jan 14, 2011 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, I like those much more! How about toning down a bit those white lines, or bricks? Also there, is something wrong with those left and right turns. They look asymmetrical. Or wait, may be I am not right?

Experiment with the road pavement colour. I think it looks much better, now.

Quote:
was that a texture for the road surface?


wut?

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Nikademis Von Hisson
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PostPosted: Fri Jan 14, 2011 11:02 am    Post subject: reworking of my new terrain 1-13-11 Reply with quote  Mark this post and the followings unread

Vefbl4 wrote:
Well, I like those much more! How about toning down a bit those white lines, or bricks? Also there, is something wrong with those left and right turns. They look asymmetrical. Or wait, may be I am not right?


Can you point out what you mean about the turns. Are you referring to the turn on the bottom and the one on the right?

Quote:

Experiment with the road pavement colour. I think it looks much better, now.



That will be prob last thing I do. I have to play around with photoshop cs3 to blend some things together and work on the road plane to get every thing working right.


Quote:
was that a texture for the road surface?

wut?


The color of your roads

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Vefbl4
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PostPosted: Fri Jan 14, 2011 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

The left one and the right one on the image. They look asymmetrical. The green dot shows the center, where yellow lines should be.

Well I just selected simular colour. That's not a texture. I'w done it in photoshop.



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Nikademis Von Hisson
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PostPosted: Fri Jan 14, 2011 2:27 pm    Post subject: terrain Reply with quote  Mark this post and the followings unread

It appears I copied the wrong corner to duplicate. The gap between the lines is not wide enough, thanks for pointing that out, I'll fix that first

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Nikademis Von Hisson
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PostPosted: Sat Jan 15, 2011 11:51 am    Post subject: 4 Lane Reply with quote  Mark this post and the followings unread

Well, for now my main 2 lane roads are done. Little minor things can wait. So, before I quit for the day I figured do something quick for my 4 lane road, still using 3d max. Some of the lines need to be centered or extended and the broken white lines to be added, but here is a glimpse at the new road.

Vefbl4 made a comment about making the road surface lighter on the outer sides, and I am looking into doing that.

The corners are 5by5 right now, but I am going to see if I can get 4by4, not sure if I can, but I am gonna try.

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Last edited by Nikademis Von Hisson on Sat Jan 15, 2011 3:30 pm; edited 1 time in total

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Vefbl4
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PostPosted: Sat Jan 15, 2011 12:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks realistic that way. Yes. Add worn out lines. Under places where cars usually drive.

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Nikademis Von Hisson
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PostPosted: Sat Jan 15, 2011 12:12 pm    Post subject: reworking of my new terrain 1-15-11 Reply with quote  Mark this post and the followings unread

Think I am going to have to dodge the texture in PS C3 I have for the roads. So, after I get everything else done that should be my last thing to do. Thanks for that input, that is what I was looking for from the community, plus everything else that is in this thread.

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Nikademis Von Hisson
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PostPosted: Sat Jan 15, 2011 3:32 pm    Post subject: terrain Reply with quote  Mark this post and the followings unread

Sorry I had to put the lines in, it was bugging me to be so close to being some what done......

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Vefbl4
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PostPosted: Sat Jan 15, 2011 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Btw, why did you add those white ,broken lines? How voxel units will fitt there?

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Nikademis Von Hisson
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PostPosted: Sat Jan 15, 2011 3:40 pm    Post subject: terrain Reply with quote  Mark this post and the followings unread

Its the 4 lane road not the 2 lane, lol....

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OmegaBolt
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PostPosted: Sat Jan 15, 2011 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

The latest corners look good as the lanes are all a similar width. On the previous screenshots the outer corner needs to bend round sooner, so the lanes are equal width. If you look at RA2 roads the corners are much tighter.

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Nikademis Von Hisson
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PostPosted: Sat Jan 15, 2011 4:37 pm    Post subject: terrain Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
The latest corners look good as the lanes are all a similar width. On the previous screenshots the outer corner needs to bend round sooner, so the lanes are equal width. If you look at RA2 roads the corners are much tighter.



The original 4 lane road is 3 by 4 or 4 by 3 depending which you use, but the inside corner is squared off something im trying not to do. So...in your opinion, would you try to tighten the corners? I'm gonna try it, but I don't know if I can.

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Mig Eater
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PostPosted: Sat Jan 15, 2011 4:50 pm    Post subject: Re: terrain Reply with quote  Mark this post and the followings unread

Vefbl4 makes a good point, I know WW made the 4 lane roads at a stupidly small scale but you don't have too. If you are going to redo them you might as well do it right & make them 4 cells wide to match the 2 lane ones.

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Vefbl4
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PostPosted: Sat Jan 15, 2011 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I also think you should leave them in natural scale.

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Nikademis Von Hisson
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PostPosted: Sun Jan 16, 2011 10:38 pm    Post subject: Re: terrain Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Vefbl4 makes a good point, I know WW made the 4 lane roads at a stupidly small scale but you don't have too. If you are going to redo them you might as well do it right & make them 4 cells wide to match the 2 lane ones.



I agree, I thought about this before and the only problem is the bridge

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Cranium
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PostPosted: Mon Jan 17, 2011 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

just make a custom road piece that tapers into the bridge width or if you can make wider bridges.

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Nikademis Von Hisson
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PostPosted: Mon Jan 17, 2011 7:45 am    Post subject: terrain Reply with quote  Mark this post and the followings unread

Well, personally wider bridges would be nice, though it might be beyond my capabilities ... doesn't seem that hard... more of an issue of damage images and getting the alignment And I don't think I have the ability to make bridge heads.

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Mig Eater
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PostPosted: Mon Jan 17, 2011 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

If you are going to redo all the grass/pave tiles then you'll have to redo the bridges at some point any way.

BTW I my experience there is no such thing as "I cant do that" there is only "I haven't tried yet".

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Nikademis Von Hisson
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PostPosted: Mon Jan 17, 2011 11:05 am    Post subject: terrain Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
If you are going to redo all the grass/pave tiles then you'll have to redo the bridges at some point any way.




Why would I have to redo the bridge at some point if I am redoing grass & concrete?

Mig Eater wrote:
BTW I my experience there is no such thing as "I cant do that" there is only "I haven't tried yet".


Never said I wouldn't try, cause I will. This will be something I am gonna have to look in to more than a little bit. At the moment I know my limitations...the worst I can do is fail.

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Cranium
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PostPosted: Mon Jan 17, 2011 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

your new roads wont match the existing bridges, and might look kind of odd. Thats why we recommend you redoing the bridges as well.

And just because something dosent turn out right the first time or second time, or third time, etc. dosent mean you failed. Failure is only achieved if you quit and giveup. It's like the old saying goes, "If at first you dont succeed, try, try, agian." Razz

Looks good man, keep up the good work!

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Nikademis Von Hisson
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PostPosted: Tue Jan 18, 2011 3:56 am    Post subject: terrain Reply with quote  Mark this post and the followings unread

Yeah, I know about the bridge and road deal....I had a plan to see if i could get a bud of mine that knows photoshop and graphics stuff for help. But hes got in own thing so it would have to be done by me. Editing the bridge head for a 3 wide bridge should be fine, but 4 wide?

Ok, I put up a question on bridges some time ago and was told the only thing you can do is replace the bridge. Now since the wood bridge doesn't get used so much I was going to replace that one. But...

If my memory is correct, MigEater says the bridge would have to be made so you can't destroy it because of the overlay there would be an issue. The quality of MigEater's and Cranium's work is amazing I would love to do more, but the limitations is what holds progress back.

When I was a tester for TI there was a bride support error. So, If I were to edit a wood bridge support would there be any issue with that in ra2/yuri?

Is this clear? I know what I want to say, but saying it can be another issue.

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Cranium
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PostPosted: Tue Jan 18, 2011 5:55 am    Post subject: Reply with quote  Mark this post and the followings unread

bigger wider bridges are possible, only thing is they are hardcoded to only have 3 passible rows. So if you make them 1x5 only the middle 3 rows will be used to navigate across. This bridge here "unfinished like everything else" is 1x5. I think they look better wider. Smile



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Blade
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PostPosted: Tue Jan 18, 2011 9:08 am    Post subject: Re: terrain Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:

Ok, I put up a question on bridges some time ago and was told the only thing you can do is replace the bridge. Now since the wood bridge doesn't get used so much I was going to replace that one. But...

If my memory is correct, MigEater says the bridge would have to be made so you can't destroy it because of the overlay there would be an issue. The quality of MigEater's and Cranium's work is amazing I would love to do more, but the limitations is what holds progress back.

When I was a tester for TI there was a bride support error. So, If I were to edit a wood bridge support would there be any issue with that in ra2/yuri?

Is this clear? I know what I want to say, but saying it can be another issue.


I don't know anything about the overlay being an issue so long as you replace the existing one. However it will break existing maps so it depends on what your motivation for making the new terrain is. This is why the TX doesn't replace the wooden bridges with train ones.

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Nikademis Von Hisson
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PostPosted: Thu Jan 20, 2011 11:06 pm    Post subject: terrain Reply with quote  Mark this post and the followings unread

Yeah Blade, I knew this fact.........the only real down fall of my work, BUT since I am working with the urban setting....what if I replaced the wooden bridge with my new bridge? It would still screw up the wooden bridge from other settings, but that's something I'll have to deal with at a later time.

I'm gonna work one thing at a time, thanks for the feedback you two.

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Blade
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PostPosted: Thu Jan 20, 2011 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Perhaps I was a little extreme. As long as the tiles are named the same and are the same size, they will work on existing maps, they just might look odd if the rest of the map isn't designed to fit with them.

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Nikademis Von Hisson
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PostPosted: Fri Jan 21, 2011 6:52 am    Post subject: terrain Reply with quote  Mark this post and the followings unread

well, the census people say that the four lane is not right scale. The 2 lane is 2 tiles wide where the 4 lane road is 3 tiles wide. I was gonna make them 4 tiles wide because that was kinda bugging me too. I got your point and I don't think it was extreme. I am not really concerned with the looks of the bridges all too much because of the few community maps I have downloaded, none of them had high wood bridges.

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Nikademis Von Hisson
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PostPosted: Fri Jan 21, 2011 8:01 am    Post subject: roads Reply with quote  Mark this post and the followings unread

Ok Blade, When I post things up dealing with terrain your opinion is most valued. Everyone else is just as important. When I first started posting up I got the feeling you are a stickler for details. So......would you make the 4 lane highway roads 4 tiles wide to be more in scale with the 2 lane or leave them 3 tiles wide and say screw scale???

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Nikademis Von Hisson
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PostPosted: Fri Jan 28, 2011 5:46 pm    Post subject: 2 land bends Reply with quote  Mark this post and the followings unread

Been working on my templates, making sure all the lines are the same distance apart no matter which section you choose from. Here is a pic of pieces done as far as spacing distance goes. No in game pics yet, hoping to get all my lines done soon, taking lonher than I hoped.

The grass is pretty close to the game color, dirt needs work if I want to blend it.

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Cranium
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PostPosted: Fri Jan 28, 2011 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Those look alot better. Though some of the corners look odd. Rendering in orthographic makes it look like that . you may have to make some adjustments for certain corners for them to render correctly.

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Nikademis Von Hisson
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PostPosted: Fri Jan 28, 2011 9:13 pm    Post subject: Update Reply with quote  Mark this post and the followings unread

The pics provided are of the roads I have completed, for the most part. Other pics of the roads I am making soon to follow. I am remaking all of the normal roads, but not over writing them in the mix files or ini's. All my roads will blend together, but not with the original pieces. There will be a new concrete piece, still working on fixing the dirt, and as you can tell by the pic I have the grass blending pretty well.


In game pics soon to follow once I complete the 4 lane roads



Once I am done making the roads in 3D Max I will be uploading templates that I made so others can make their own roads. There will be about 10 templates to use w/ instructions. The only thing is you would need 3D Max 2010.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Fri Feb 11, 2011 4:32 am    Post subject: 45 degrees bends Reply with quote  Mark this post and the followings unread

Ok, running into a problem with the looks of this road bend. I made the n/s road bit narrower than the regular road, like the original yuri 2 lane road.

Now in the original bends the outside appears to more curved (and maybe a bit longer) where the inner its a bit straighter(and possibly shorter).

Can I get some feedback on what you (anyone in the community) think is wrong and how I should correct this. Thanks


BTW: the white center line is just there till I get the angle right before I fix it.

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Last edited by Nikademis Von Hisson on Fri Feb 11, 2011 11:05 am; edited 2 times in total

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Feb 11, 2011 6:21 am    Post subject: Reply with quote  Mark this post and the followings unread

just simply widen it. Smile I do it with the TS:TX pieces all the time. It makes it much more pleasing to the eye.

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

PostPosted: Fri Feb 11, 2011 6:58 am    Post subject: roads Reply with quote  Mark this post and the followings unread

Reworked and updated the pic

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

PostPosted: Thu Feb 17, 2011 8:16 pm    Post subject: 2 lane ramps Reply with quote  Mark this post and the followings unread

Two of my 2 lane ramps. 6 more to come once I fix the textures and a few other things

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

PostPosted: Sat Mar 19, 2011 7:49 pm    Post subject: In game pic Reply with quote  Mark this post and the followings unread

New beach with dirt, thoughts on this?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Mar 20, 2011 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks more like dry cracked dirt from a desert IMO

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Mar 20, 2011 10:42 am    Post subject: Reply with quote  Mark this post and the followings unread

What Miggy said.

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sun Mar 20, 2011 11:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Too noisy. But a good try.

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Lost Relic[game]

Last edited by Vefbl4 on Mon Mar 21, 2011 1:35 pm; edited 1 time in total

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

PostPosted: Sun Mar 20, 2011 7:31 pm    Post subject: dirt Reply with quote  Mark this post and the followings unread

well, thats what i was kinda going for. After I posted I looked at the pic and thought maybe for water shorelines it wouldn't work, but as a dirt surface for other things it might be fine. I came across a pic i had of it and thought it might be worth using, then I realized the original work for the dirt is long gone. When I didn't think it would work must have I deleted it. Looks like after I get some things fixed and finished I'll try to rework this image. Thanks guys for the input.

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

PostPosted: Tue Mar 29, 2011 5:51 am    Post subject: reworking of my new terrain 3-29-11 Reply with quote  Mark this post and the followings unread

some opinions on this piece please. This is the last piece I want to work on so I can release some terrain templates for RA2/Yuri. The grey arrow pieces are no biggy, they wont effect anything.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Mar 29, 2011 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

South and West look like they get smaller as they turn, I'm sure this is just a visual thing, but roads are all visuals. Curious as to if vehicles align with it ingame.

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

PostPosted: Tue Mar 29, 2011 5:47 pm    Post subject: reworking of my new terrain 3-29-11 Reply with quote  Mark this post and the followings unread

damn you...............lol.........you know never did think of think of that. I based my stuff off the original looks concept. I made 1 section of road and there is something that could be considered an issue. It is more of dimensions of vehicle to road, but par for the course for the game

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