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 Forum index » Modding Central » Media Hut
Bu7loos Voxeling Shake.
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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Jan 17, 2013 6:12 pm    Post subject: Reply with quote

That's so much better.
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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Thu Jan 17, 2013 6:41 pm    Post subject: Reply with quote

Epic structures! Very Happy

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Madin
Gauss Rifle Trooper


Joined: 05 Apr 2009

PostPosted: Thu Jan 17, 2013 9:26 pm    Post subject: Reply with quote

Some nice static base defences!
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Thu Jan 17, 2013 9:36 pm    Post subject: Reply with quote

Thanks guys Smile
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MRMIdAS
Plasma Trooper


Joined: 17 Jul 2008

PostPosted: Fri Jan 18, 2013 1:08 am    Post subject: Reply with quote

Lawdy these recent ones look good, Love to see a release for some of 'em.
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Fri Jan 18, 2013 2:32 am    Post subject: Reply with quote

If you mean my US faction defences art work you can use them all you want once i finish my mod but that sensor I am not going to release.
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Fri Jan 18, 2013 9:04 am    Post subject: Reply with quote

[Deleted]
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Last edited by Bu7loos on Mon Jun 18, 2018 9:45 am; edited 1 time in total

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Jan 18, 2013 9:18 am    Post subject: Reply with quote

It looks fantastic!
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Fri Jan 18, 2013 9:21 am    Post subject: Reply with quote

Thanks man Very Happy
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jan 18, 2013 10:06 am    Post subject: Reply with quote

The structure is really nice and detailed.
But the stuff in the center looks strange (like a low res paint picture). What is it supposed to be? Some kind of blender? Do you animate this?
The water area also doesn't seems to be in center. There is a bigger border on the left than on the right. If it wouldn't be water, it would give the impression of a tilted surface going up to the right.

As a hydro-plant is it supposed to be build on water? If yes, the border around the building is too sharp. It should be visible under water and fade out into water.

If build on water I'd suggest making the center empty, so the true water looks through there (then you don't end up having 2 different looking waters and it blends better into the terrain). Then give the animated blender the translucent key to make it look like working underwater. Some additional spray and waves added to the spinning blender could look good too.
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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Fri Jan 18, 2013 2:32 pm    Post subject: Reply with quote

Right I dont know how to add waves xP so I just might make the fan spin and some lighting and that's all. Also I might replace the whole water thing with a deep hole that leads to an undergorund nuclear facility (Lore part) If this huge air duck is destroyed it will leave a medium sized blast door (Like a GLA hole) as an advanced rubble (Using ARES's logic) which can be repaired by an engnieer only to rebuild it.
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sat Jan 19, 2013 6:10 am    Post subject: Reply with quote

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Last edited by Bu7loos on Mon Jun 18, 2018 9:46 am; edited 3 times in total

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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Sat Jan 19, 2013 6:39 am    Post subject: Reply with quote

Can totally tell that Starkku does the cameos. #Tongue Great job.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Jan 19, 2013 6:40 am    Post subject: Reply with quote

Wouldn't it be better to call it geothermal plant in the lore? Being a fusion plant, I find odd that 1. it produces only a tiny amount of power, 2. destroying it won't cause a nuclear explosion (unless you were going to do this via the deathweapon) and 3. I don't see any reason to build a nuclear plant underground. It needs an effective cooling system usually achieved via supplying cold sea water. Temperatures rise the deeper you go. Anyway, if you keep it as a nuclear power plant, it would be wonderful to see some steam rising from the vent.
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sat Jan 19, 2013 6:46 am    Post subject: Reply with quote

Geothermal it is then I was gona make an explsion but it keeps crashing (it's an unstable build of ARES) also I did give a reasonble amount of energy (about 275 power) but since no explsion I lowered it.As for steam I really suck at particles so wont be adding any of that.

@ARO: No he didnt #Tongue
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Jan 19, 2013 6:48 am    Post subject: Reply with quote

Have you tried FumeFX? I heard it's quite popular.

There are other options as well.
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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Sat Jan 19, 2013 6:49 am    Post subject: Reply with quote

Bu7loos wrote:
U.Z.E Kirov support Crusier. Comments ?


I thought it before but now I am sure. You like Starlancer. Isn't that other aircraft based on that fighter called wolverine? Very good looking, and the reference is also captured.

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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sat Jan 19, 2013 6:51 am    Post subject: Reply with quote

@ON:Star lancer ? I don't even know what that is honestly.

@Crimy:Thanks ill fiddle with it later.
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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Sat Jan 19, 2013 8:00 am    Post subject: Reply with quote

http://www.giantbomb.com/starlancer/61-5584/ship-screenshots/52-561831/cskrasny/51-2106197/
http://www.giantbomb.com/starlancer/61-5584/ship-screenshots/52-561831/cskrasnaya/51-2106196/

Then its just me Wink I mixed up the names, in star lancer a ship wasn't called Kirov but Ramases. Nevermind the whole thing xD
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Sat Jan 19, 2013 8:05 am    Post subject: Reply with quote

Bu7loos wrote:
@ARO: No he didnt #Tongue


For real?

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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sat Jan 19, 2013 8:20 am    Post subject: Reply with quote

@ARO: Yup.

@ON: yup looks something like mine in the second link looks like I riped it off with out knowing that I ripped it off xD
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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011
Location: Sileby, Leicestershire, UK

PostPosted: Sat Jan 19, 2013 12:31 pm    Post subject: Reply with quote

blastdoors like the gla in generals, thats a idea i always wanted to try out, bet it'd look good for any team

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Jan 19, 2013 1:14 pm    Post subject: Reply with quote

Bu7loos wrote:
-Also for GD there is a bug I've added a deathweapon to the rubble version of the plant but it crashed I've also duoble checked every thing bear in mind I am using the AE build.


Could you try it with adding the deathweapon to WeaponTypes? (tho debug.log should tell something about the weapon, IMO during parsing stage)
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sat Jan 19, 2013 5:02 pm    Post subject: Reply with quote

I tired what you said didnt work it keeps crashing I 've really cheked it well tho it only accepts old value like cuban Terrorist ,Demo Truck and soviet nuclear reactor death weapons.
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Jan 19, 2013 5:05 pm    Post subject: Reply with quote

hm, show codes, that's new because I know I could make it work anytime anways.
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sat Jan 19, 2013 5:17 pm    Post subject: Reply with quote

Righto...

; U.S.A power plant-ruin
[SAPOWR-RUIN]
UIName=NOSTR:Fusion power plant
Name=U.S.A Fusion power plant
Image=SAPOWRRUIN
BuildCat=Power
Strength=1200
Armor=(buld)medium
TechLevel=-1
Sight=2
RequiredHouses=Americans
Cost=200
Points=10
Power=0
Capturable=true
Rubble.Intact=SAPOWR
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,gtpowexp
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=6
MinDebris=4
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=300, 300, 450
TogglePower=no
BaseNormal=no
ClickRepairable=no
Unsellable=yes
Spyable=no ; A spy can do something to this, works like captureable
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Explodes=yes
DeathWeapon=FusionDeath

[FusionDeath]
Damage=150
ROF=1
Range=2
Burst=1
Projectile=none
Speed=100
Warhead=FusionDeathWH
Report=none

[FusionDeathWH]
Wall=yes
Wood=yes
Conventional=yes
InfDeath=7
AnimList=SuperNova
ProneDamage=50%
CellSpread=1
PercentAtMax=.5;gs patch
Versus.(Inf)Light=85%
Versus.(Inf)Light-Medium=80%
Versus.(Inf)Medium=75%
Versus.(Inf)Medium-Heavy=65%
Versus.(Inf)Heavy=55%

Versus.(unt)Light=100%
Versus.(unt)Light-Medium=80%
Versus.(unt)Medium=60%
Versus.(unt)Medium-Heavy=50%
Versus.(unt)Heavy=40%

Versus.(buld)Light=100%
Versus.(buld)Light-Medium=75%
Versus.(buld)Medium=65%
Versus.(buld)Medium-Heavy=55%
Versus.(buld)Heavy=35%

Versus.(airc)Light=100%
Versus.(airc)Light-Medium=95%
Versus.(airc)Medium=85%
Versus.(airc)Medium-Heavy=75%
Versus.(airc)Heavy=65%

Versus.(navy)Light=100%
Versus.(navy)Light-Medium=80%
Versus.(navy)Medium=60%
Versus.(navy)Medium-Heavy=50%
Versus.(navy)Heavy=40%

[WeaponTypes]
3=FusionDeath

[Warheads]
110=FusionDeathWH
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Jan 19, 2013 5:21 pm    Post subject: Reply with quote

Is it added to the BuildingTypes list?
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sat Jan 19, 2013 5:21 pm    Post subject: Reply with quote

Yes ofcourse it is.
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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sat Jan 19, 2013 5:24 pm    Post subject: Reply with quote

Projectile=none is probably not valid. Use an actually existing projectile like Projectile=Invisible, for an example.
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sat Jan 19, 2013 6:25 pm    Post subject: Reply with quote

Dead on effect O_o starkku thanks problem fixed seems these gaps shouldn't be left empty or write something that doesn exist although I have done this before but it didnt crash.
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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Jan 20, 2013 12:18 pm    Post subject: Reply with quote

I was asked to drop this here.


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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sun Jan 20, 2013 12:19 pm    Post subject: Reply with quote

Revised U.S.A Sam site.
Thanks for gif starkku.
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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Jan 20, 2013 12:29 pm    Post subject: Reply with quote

That is sweet!
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interesting seeing your voxel work. They're still better than Aro's!

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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Tue Jan 22, 2013 2:13 pm    Post subject: Reply with quote

[Deleted]
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Last edited by Bu7loos on Mon Jun 18, 2018 9:47 am; edited 3 times in total

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jan 22, 2013 2:15 pm    Post subject: Reply with quote

Maybe it would look better with a base plate betwen turbines and the main building.

Also at first sight I thought it's a messed up WarFacto, sorry. Very Happy
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Tue Jan 22, 2013 2:17 pm    Post subject: Reply with quote

no problems the designe is simaler to it Smile
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Tue Jan 22, 2013 2:23 pm    Post subject: Reply with quote

Base plate added also please ignor the wrong colour scheme.
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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue Jan 22, 2013 2:25 pm    Post subject: Reply with quote

It looks kinda messy with those details, but maybe it's just because of the wrong colour scheme like you've mentioned.
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Jan 22, 2013 2:29 pm    Post subject: Reply with quote

Nice, I really like that. I also love the olive colour scheme tbh.
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Tue Jan 22, 2013 2:49 pm    Post subject: Reply with quote

[Deleted]
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Last edited by Bu7loos on Mon Jun 18, 2018 9:48 am; edited 4 times in total

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jan 22, 2013 2:53 pm    Post subject: Reply with quote

Seems cool now.
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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Tue Jan 22, 2013 3:52 pm    Post subject: Reply with quote

Needs a crane perhaps to give it that conyard feel?

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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Tue Jan 22, 2013 4:21 pm    Post subject: Reply with quote

Nah Cranes just complicate things xD
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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Tue Jan 22, 2013 5:02 pm    Post subject: Reply with quote

Aww, the green looked so much cooler!
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Tue Jan 22, 2013 5:09 pm    Post subject: Reply with quote

Maybe in the future ill add more scheme for diffrent theaters olive for temp , bluesish/white for snow and standered for desert and urben.
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Tue Jan 22, 2013 6:00 pm    Post subject: Reply with quote

[Deleted]
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Last edited by Bu7loos on Mon Jun 18, 2018 9:49 am; edited 1 time in total

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Jan 22, 2013 6:14 pm    Post subject: Reply with quote

They all look very nice together I just have a hard time believing they are US forces, unless it is some kind of desert only scheme. The olive from the previous post was very cool IMO, especially if vehicles used the same colours.
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Tue Jan 22, 2013 6:36 pm    Post subject: Reply with quote

They will all use desert scheme in every theater, sorry i cant alter anything atm i need to get my factions sorted out after that i may do it as i explained to volgin.
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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Thu Jan 24, 2013 6:22 pm    Post subject: Reply with quote

Bu7loos, you have come a very very long way in a very short amount of time. I'm extremely impressed. Your models match and beat many of mine.

VERY well done, bro. Bravo!
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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Thu Jan 24, 2013 11:14 pm    Post subject: Reply with quote

That con.yard is very nice!
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