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Prototype Factory [TS]
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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Fri Jul 22, 2011 5:00 am    Post subject:  Prototype Factory [TS] Reply with quote  Mark this post and the followings unread

I made this for GDI 10A and GDI 10B as videos showed a cool Protype Factory were the Banshee was being made but we never got it in game.

*The snow was quick and dirty as I never need a snow Prototype Factory...

EDIT: Added missing shadow



SCRN0003.png
 Description:
Added shadow
 Filesize:  332.91 KB
 Viewed:  7684 Time(s)

SCRN0003.png



SCRN0001.png
 Description:
Protype Factory screen
 Filesize:  291.17 KB
 Viewed:  7905 Time(s)

SCRN0001.png



SCRN0000.png
 Description:
Protype Factory screen
 Filesize:  403.68 KB
 Viewed:  7905 Time(s)

SCRN0000.png



Protype Factory.zip
 Description:
Protype Factory zip fixed

Download
 Filename:  Protype Factory.zip
 Filesize:  22.51 KB
 Downloaded:  268 Time(s)


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Last edited by Allen on Sat Jul 23, 2011 1:27 am; edited 2 times in total

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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Fri Jul 22, 2011 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey, that's pretty cool!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jul 22, 2011 7:46 am    Post subject: Reply with quote  Mark this post and the followings unread

The idea is a really good one, but the implementation is very simple.
1. You shouldn't have put the whole cliff/mountain into the building, but only the visual different part, so it can be placed on different cliffs for a bigger variety. Due to this, it also looks bad that the whole cliff/mountain is destroyed rather than only the factory inside of it, leaving the cliff with a big crater.
2. for a factory it should have a dooranim, some activeanims and be in general more elaborate than a single shp for each theater with only the damage frame being a bit different.
3. the cliffs are missing shadows.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Jul 22, 2011 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

This is neat, LKO raise the interesting points.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Jul 22, 2011 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

The idea is brilliant. The graphic is poorly implemented. LKO is on the right track.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Fri Jul 22, 2011 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Protoype. Not protype.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Jul 22, 2011 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sure it's not portype?

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Fri Jul 22, 2011 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
The idea is a really good one, but the implementation is very simple.
1. You shouldn't have put the whole cliff/mountain into the building, but only the visual different part, so it can be placed on different cliffs for a bigger variety. Due to this, it also looks bad that the whole cliff/mountain is destroyed rather than only the factory inside of it, leaving the cliff with a big crater.


Well using a FS Kodiak crash set up would be nice but it would be something that most would never want to use. If TS had a LeaveRubble= tag it would be best to use it on this. My best guess would be be to added a buch of big rocks under the Prototype Factory with FinSun so that when its destroyed it looks like rubble.

Lin Kuei Ominae wrote:

2. for a factory it should have a dooranim, some activeanims and be in general more elaborate than a single shp for each theater with only the damage frame being a bit different.


The Prototype Factory as seen in the video never made units but was a multi helipad building for arming Banshee. So any dooranim would be useless and activeanims would destroy the point of the Prototype Factory. It looks like cliff to hide from GDI forces what it did tell the Disrupers followed the Banshees back to it. Attching a gif of the Prototype Factory video...


Lin Kuei Ominae wrote:

3. the cliffs are missing shadows.


Eh... yeah it is... Embarassed



Prototype Factory small.gif
 Description:
TS Prototype Video
 Filesize:  3.61 MB
 Viewed:  7790 Time(s)

Prototype Factory small.gif



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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Fri Jul 22, 2011 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you by any chance make this out of StarCraft doodads?

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Fri Jul 22, 2011 8:31 pm    Post subject: Factory Reply with quote  Mark this post and the followings unread

Had the same idea about 2 years ago for YR, but I never went any where with it. I was planning on reviving my project since I learned how to use the CF for ARES.


If the cliff was wider and deeper throw some trees around the top it would look pretty cool.

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Fri Jul 22, 2011 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just see a face on a cliff when I look at the SHP.

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Fri Jul 22, 2011 9:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Ixonoclast:
Yes.

@Nikademis Von Hisson
I would have liked it to be better but TS Foundation don't go big as I wanted. I guess I could have used the RA2 Pentagon set up but didn't think about it at the time.

@FurryQueen:
Never saw that before...

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

PostPosted: Fri Jul 22, 2011 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is that a cliff image just placed on a building?

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Sat Jul 23, 2011 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread

A little more work than that. I made the cliff in FinSun than resized it down to fit into a TS Foundation.

Attaching FinSun pic with cliff that became Prototype Factory and the smaller Prototype Factory



Prototype Factory FinSun.png
 Description:
Prototype Factory FinSun
 Filesize:  158.08 KB
 Viewed:  7698 Time(s)

Prototype Factory FinSun.png



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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sat Aug 27, 2011 10:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Woah. Make it a prototype hellipad. Brilliant idea though, it's awonder no one tried this before.

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

PostPosted: Sat Aug 27, 2011 11:12 am    Post subject: Reply with quote  Mark this post and the followings unread


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I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sun Aug 28, 2011 3:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope, I actually ment that the aircraft are inside the cave. Dunno if it can actually be done.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Aug 29, 2011 5:21 am    Post subject: Reply with quote  Mark this post and the followings unread

What about a prototype factory where the opening is on the top of the cliff rather than in the side? Less accurate to the FMV, but certainly more functional.

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Mon Aug 29, 2011 6:12 am    Post subject: Reply with quote  Mark this post and the followings unread

If TS would let me do such a thing I could do so.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Aug 29, 2011 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

A full functional prototype factory as shown in the fmv is not possible, simply because helipads don't use any productionanim or specialanim, which is played when an aircraft lands or when it is built.

Thus the factory can be really only eyecandy, or with an always open top.
However using an open top, you could do some visual tricks by making the cave deep enough and the southern building part in a high render layer, so the aircraft really vanishes behind the southern cliff and visually inside the cave (though you then can't see the aircraft inside of it as well).

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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