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Gen alpha Chinese buildings
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Dec 14, 2010 1:53 am    Post subject:  Gen alpha Chinese buildings Reply with quote  Mark this post and the followings unread

These are the Chinese Buildings from the alpha version of Generals, they don't have any buildups & the Conyard is the only one with a damage frame.

I also had too chop off a section of the Warfac (the repair bay) for it to fit the 5x3 foundation needed for RA2, it doesn't have an opening for air units but I made the necessary anims for ground units to exit.

Lastly the green Chinese logos where changed to red for remap.



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Untrue
Jumpjet Infantry


Joined: 16 Sep 2010

PostPosted: Tue Dec 14, 2010 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd love to see these buildings in the Mental Omega mod.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Tue Dec 14, 2010 1:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

MiG, will you ever do the old alpha vehicles? #Tongue

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Dec 14, 2010 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll probably just do the mammoth tank & the stealth jet, the others are pretty much the same.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Dec 16, 2010 12:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice, even without buildups they will excellent props for SP missions.

Its a shame only the con yard has a damage frame though =(

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Dragon Prime
Grenadier


Joined: 03 Feb 2010
Location: People's Republic of China

PostPosted: Thu Dec 16, 2010 12:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig I am afraid these buildings haven't keep the ancient China style and original Generals do,However I like your buildings and your amazing skill .

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Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Thu Dec 16, 2010 3:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I appreciate the sudden interest in converting Generals models to RA2. Why hasn't this been done in such quantity before? (Besides privately, I mean, like in the unfinished Red Generals mod.)

I can think of some uses for these, though I wish someone would convert the final versions of the Chinese buildings. I tried myself a while ago, until I realized I couldn't do a proper render in Gmax and needed 3dsmax...which I can't acquire legally and choose not to go the other route.

These Alpha Chinese Buildings always reminded me more of a "Mongolian Barbarian Horde"-style than Chinese.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Thu Dec 16, 2010 5:51 am    Post subject: Reply with quote  Mark this post and the followings unread

These aren't Chinese. They're the Khan faction that China became.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Dec 16, 2010 6:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Khan is still very chinese. There references to units like "ninja" and "mongol". It looks like nod might have had some presence, as this early scorpion tank (nvscorpion) totally looks like a tick tank, and the weapons factory shwon below has freakin obelisks



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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Dec 16, 2010 7:22 am    Post subject: mod Reply with quote  Mark this post and the followings unread

there was a mod Red Asian Alliance, werent they Chinese?

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Thu Dec 16, 2010 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

They're based after the Mongol hordes of Gengiz Khan. "Mongol" is very un-Chinese. The Chinese look is EA not knowing the difference between Asian cultures.

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Thu Dec 16, 2010 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Volgin wrote:
They're based after the Mongol hordes of Gengiz Khan. "Mongol" is very un-Chinese. The Chinese look is EA not knowing the difference between Asian cultures.


Westwood Wink one of the extras in the beta graphics pack they came from is a WW startup logo in you need further evidence)

looks good.
Nice none the less, shame there arent more of these buildings.

Edit i missed the hand pasted textures part, i take back my its a relativly simple job Very Happy

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Last edited by Revolutionary on Thu Dec 16, 2010 7:07 pm; edited 1 time in total

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Thu Dec 16, 2010 6:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

and all of these models were rendered and then hand textured in photoshop? Amazing.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Dec 16, 2010 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

The only thing I did I did in photoshop what resize & recolour them, the rest was in 3DS Max.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Fri Dec 17, 2010 12:18 am    Post subject: Reply with quote  Mark this post and the followings unread

WOW I gotta know how you render cause yours looks 1000000000 better than my system. Then again, I don't actually UV map my textures, so that may have something to do with it.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Fri Dec 17, 2010 1:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Indeed the UV mapping is very important in 3dsmax, as well as scaling and additional maps.

Good work on the buildings you have there MIG.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Fri Dec 17, 2010 1:59 am    Post subject: mapping Reply with quote  Mark this post and the followings unread

I found in my experience with 3D max and uvw mapping is that some pieces looked different when textureing .So I made a building, copied it and chopped it up. EX: the walls are mapped at one setting and the roof another

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