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Descent 1 & 2 Robot Cameos [RA2]
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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Fri Jul 15, 2011 8:02 pm    Post subject:  Descent 1 & 2 Robot Cameos [RA2] Reply with quote  Mark this post and the followings unread




DescentBotCameos.zip
 Description:
Some of the 'bots: Class 1 Drone, Medium Hulk, Class 1 Driller. More in the zip file. (more info in read-me)

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 Filename:  DescentBotCameos.zip
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Kcirevam
Rocket Infantry


Joined: 15 Jun 2011
Location: "Where do you want setup?".

PostPosted: Sat Jul 16, 2011 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Man, you should first make the voxels (or .shp files) before making a cameo of something, you cant use these cameos on anything that's out here.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Jul 16, 2011 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I agree with Kcirevam. This is waste of time making cameo for something that doesn't exist in game and is out of here.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jul 16, 2011 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

@gameaddict11707, Firstly, Welcome to PPM.
Are those gonna be used for some sort of mod/project your working on? You might want to give them a bit more contrast and clarity. But not bad if these are your first bits of work.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Jul 16, 2011 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

[s]Is there a picture album with source images somewhere?[/s] Ignore it, I did not noticed the link. --'

I might can find these for use. You know, guys, even if the units for the cameos doesn't exist now, it doesn't mean they can't be created inspired by the cameos. #Tongue

And personally I've never ever heard about this Descent game until this topic. But I like that design.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Jul 16, 2011 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

gameaddict11707, I like that background anyway.

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Sat Jul 16, 2011 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Cranium: I am going to put these in a mod. It's going to be for YR, and the 'bots will replace units for Yuri. I don't have any experience with voxels, but I think shp's will be easier for me to work with, even if it looks kind of awkward. AFAIK, Red Alert 2 can only have 8 facings for unit shp's, right?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jul 16, 2011 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes, .shp units can only have 8 facings. Turrets use 32 facings.

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Sun Jul 17, 2011 1:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah. Thanks! Smile

Also, after trying to make one of the robots in SHP builder, and messing with voxels in VXLSE III, I've changed my stance on the SHP's being easier. I can get the basic shape, but facings are hard for me. So, I'll make the bots voxels. The buildings (other than 1 defensive turret) are going to be SHP's though. Here's some of what I have in mind for this mod. Feel free to share your thoughts on it or (constructively) criticize it.

The robots' version of the Construction Yard will be a Reactor (its' graphic will be a modified Psychic Beacon). Unlike its' counterparts, it has defensive capability, in the form of red energy balls that are good (the warhead's Verses tag will be 80%, 70%, 65% and 60%) against infantry & light vehicles, somewhat poor against heavier vehicles & structures (Verses=50%,45%,35%,40%,30%,15%,80%,80%)

One defensive structure for the robots will be a "mini-reactor". It will fire green energy balls (great against infantry, but weaker against everything else) from the antenna-looking thing at the top (the graphic will be an edited Psychic Tower).

The other will be a gun turret that fires a weapon like the Gauss Cannon from Descent 2. Great against vehicles, not so good against infantry. (AP Warhead)

The robots are also going to utilize a unique building system. Their units aren't built from a war factory like the Allies/Soviets. They're in the buildings category. The structures are 1x1 cell, invisible buildings tagged with "FreeUnit=". Upon construction, the buildings self-destruct, but the unit is intact. An animation will play, showing the unit "warping in".

The actual structures, likewise, will appear with a "warp" animation. (A recolored version of the chrono beam from RA2's files.)

The actual units for the robot faction will have different strengths and weaknesses to compensate for their odd gameplay style.

Red Hornets are cheap, fast, swarm/hit-and-run units that fire orange lasers. Similar to the Initiate it replaces, they're guaranteed to win against small groups of light infantry (GI's, Conscripts). Under fire from enemies like Flak Troopers, Guardian GI's, and Tesla Troopers, however, Red Hornets don't stand a chance.
Cost $50, HP 91, ArmorType light, Speed 6, Sight 1

Class 1 Drones are slower than Red Hornets, but fare better against infantry. They're more suited to recon due to their higher sight range. Their weapon is an orange-yellow energyball that does high damage to units with the armor-types "none" and "flak", somewhat high to "plate" and "light", and low to everything else (except "special_1", the Terror Drone's armortype). They're more resistant to infantry weapons, but anything with more firepower than an elite Tesla Trooper will mop the floor with it.
Cost $100, HP 122, ArmorType light, Speed 4, Sight 4

Class 2 Drones move the same speed as Class 1's, but possess better firepower against units with armortypes from "none" to "medium". Their lasers hit targets instantly, and accurately, but have a slower rate of fire. These are more suited to sentry duty due to their higher strength. Anything with armor piercing weaponry can still take it down quickly if it doesn't have backup though.
Cost $200, HP 160, ArmorType medium, Speed 4, Sight 5

Class 1 Drillers are akin to SEALs without C4. They are capable of shredding infantry with little trouble. Vehicles & structures aren't affected as much, if at all. When promoted to Elite status, Drillers can cloak, making them that much more threatening to footsoldiers. Units with sensors can make short work of cloaked Drillers, though, so try to stick with infantry targets.
Cost $400, HP 140, ArmorType medium, Speed 5, Sight 6

Class 1 Gophers are transports. They can carry 2 "tiny" robots, or 1 "small" robot, (2 Red Hornets, or 1 IT Droid) and are armed with blue lasers, similar to the Class 2 Drone, although a bit weaker & faster-firing.
Cost $600, HP 160, ArmorType medium, Speed 4, Sight 5

All units for the robot faction will hover. Their "MCV" will be a modified version of the Magnetron's turret. (Cost $1000, HP 200, ArmorType Heavy, Speed 4, Sight 5)

The other robots will be voxels made from scratch. If anyone would like to assist, that'd be great! You'll be mentioned in the credits, readme, and any other places that would be acceptable.

More information will be posted in a few days.

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Sun Jul 17, 2011 1:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Will your mod be RA2 or TS? I'm assuming RA2. I may be able to help. A little busy with Nikoleah and Cabal's Legacy ATM.

p.s. I love long post. They really make my day. (no sarcasm there)

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jul 17, 2011 1:25 am    Post subject: Reply with quote  Mark this post and the followings unread

gameaddict11707 wrote:
Also, after trying to make one of the robots in SHP builder


It's very, very difficult to model something using Shp Builder. I recommend getting a 3d program to make your models, render them, then import them into Shp Builder.

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Sun Jul 17, 2011 2:09 am    Post subject: Reply with quote  Mark this post and the followings unread

@Palkia323: RA2 YR.

@Cranium: Are there any specific 3d programs you recommend? Like 3ds max?

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Sun Jul 17, 2011 2:35 am    Post subject: Reply with quote  Mark this post and the followings unread

3ds Max all the way man. But if you cant download their trial (then do...whatever it is...you may do to it..) then I'd probably go with Blender.

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Oh noes Nod32 must have found some GDI32 in the art.ini file!

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Sun Jul 17, 2011 2:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Cool. Thx! Very Happy

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Kcirevam
Rocket Infantry


Joined: 15 Jun 2011
Location: "Where do you want setup?".

PostPosted: Sun Jul 17, 2011 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you need help starting out, don't forget you have buddies here in PPM, we'll give the tips and start you up, but don't expect us to do it the baby sitting way.

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