Here the final ranking system stuff - Obviously each side will have its respective rank insignia and as for civies or any other non playable merc faction or other wise the normal 1 stripe and 3 stripes old Ra2 insignia will take place it is though it is slightly changed.
Also, Each insignia shows the traits the units are given each one represents an aggregate of 2-3 traits for example:
There are also enormous cases of rank skips in which if the units is at rank 1 then he/she/it is granted 2-3 traits and if it jumps/Skips to Rank 3 these traits will multiplied at the number of jumps including the rank that it arrives at in which it will be multiplied by 2 in which a unit may have 4-5 traits for example:
so in essence you need to keep an eye on how many jumps you unit make will ranking in short:
Unit Veteran/Elites Abillites/Traits = ( Trait x ( Ranks Skiped + 1 ) ) "Roughly"
Again as last time the very last 3 insignia's shows that the unit either have defensive Weapons (Top Last rank) or offensive Weapons (Bottom Last rank) or more defensive and offensive traits (Staff Sarge Type insignia) .
As for from rank 1 to 4 are only trait based ( note to be confused that the final 3 insignia's are not stand alone ranks as they are rank-5 but it depends on what a units end with what).
Moreover:
Tier 1 units will most likely NOT skip any ranks ( in which it start with no ranks and end at Rank 2) but will have other variants which are available mid or late game that will make it "Continue" ranking by building it as rank 3 making it more likely to end on Rank 5
Tier 2 units will skip 1 rank 1 time.
Tier 3 units will skip 1 rank 2 times.
To conclude, ranks is to show how strong your unit is.
Here are the countries in my mod. Note: that the countries below PSI division are not included since ARES can support only 16 Countries but they will be ingame using upgrade system of some sort.
One way to let player to understand units is via campaigns. That's what original ra2/yr did, in each campaign, new units are introduced.
Not really. Some, yes, but not all were introduced properly.
I think RA3 had done one thing good: unit introductions. Both in campaign (again, not all of 'em) and tutorial via 'unit profile' or whatever they were called.
I think a custom map where all units are on it should be made. Selecting them would bring up a small description via MapAction 11.
That's just my idea. It's better than introducing just some of them in the campaign. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Details: Event 33 (Selected by player), Action 11 (Txt Trigger).
Does that help? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Hmmm... try to have the rotor on the chopper turn a little faster.
It felt like it'd barely be able to fly. Then again, it could be the GIF.
Either way, it should be mentioned.
Nice to see your work! Love that jet! _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
your structures surpass and sometimes over shadow everything else... nice work all the same. _________________ Total Annihilation is the only battle strategy.
my Moddb.com account QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Sun Aug 13, 2017 12:25 am Post subject:
Bu7loos, you should fix the HVA for that AH-1J, add two more frames for the Main Rotor and make sure they are animated by a 45° and 135° Angle by the Y Axis, if it would be ingame, and you set the game speed to 6, it wouldn't be like a Rotor... Do this only for 2 Bladed Choppers _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Sun Aug 27, 2017 12:53 pm Post subject:
Nice Job! But for me, it should be less bright, because of RA2 .vpl Brightness issues _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
ExtraUnitLight=0 ; Extra light to make units glow.
ExtraInfantryLight=0 ; Extra light to make infantry glow.
ExtraAircraftLight=0 ; Extra light to make aircraft glow.
_________________ ~ Excelsior ~ Last edited by Atomic_Noodles on Mon Aug 28, 2017 5:24 am; edited 1 time in total QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Mon Aug 28, 2017 12:08 am Post subject:
Atomic_Noodles wrote:
Have you disabled ExtraUnit Light in the code yet? IIRC thats what mostly makes stuff in-game extra bright.
ExtraUnitLight? What is it, I couldn't find it in ModEnc _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
It's what makes RA2 so much brighter looking than TS.
TS has it enabled by default too and with the exact same value.
The main brightness of RA2 voxel comes from the more detailed Normals, where TS has only 32 while RA has 256.
That's why TS voxels are more uniformly lit, since the Normals lack the detail for very fine lighting directions. Which in turn reduces the strong contrast between lit and shadowed areas. _________________ SHP Artist of Twisted Insurrection: Nod buildings
That's why TS voxels are more uniformly lit, since the Normals lack the detail for very fine lighting directions. Which in turn reduces the strong contrast between lit and shadowed areas.
That makes no sense. RA2's normal lighting has nothing to do with it having more normals. RA2 has the same 36 normals as TS, and the other 220 normals are added in-between these 36 normals to make the normals sphere much more detailed.
The stark lighting comes from engine changes and the rubbish default VPL. Observe the difference between a modified (left) and unmodified (right) RA2 VPLs:
_________________ QUICK_EDIT
That's why TS voxels are more uniformly lit, since the Normals lack the detail for very fine lighting directions. Which in turn reduces the strong contrast between lit and shadowed areas.
That makes no sense. RA2's normal lighting has nothing to do with it having more normals. RA2 has the same 36 normals as TS, and the other 220 normals are added in-between these 36 normals to make the normals sphere much more detailed.
The stark lighting comes from engine changes and the rubbish default VPL. Observe the difference between a modified (left) and unmodified (right) RA2 VPLs:
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Tue Oct 03, 2017 5:45 am Post subject:
Your Voxels are always HUGE, but it can always be resized using HVA Editing...
The Details in-game looks good! _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Ok first off : Sorry sorry sorry sorry sorry xD I had yet another crash on my old Laptop and had to buy a new THIS time around thankfully I had back up should've made one for my old project xS
Righto Down to business stuffs from my mod BUT first Credits goes to Gaming_Roach for his F-15 ( Thank alot roach you saved me alot of time )
Here's what I do: all my most recent work is on a USB, with recent backups on both PCs and a bigger USB.
Also, splendid work as always Victor.
Out of curiosity, how would one of your recent but horrible voxels look like? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Wing Pylon Weapon = AIM-9X Short Range Heat Seaking Missile (Anti-Air).
Body Pylon Weapon = AIM-7 Medium Range Semi-Active Radar Missile (Anti-Air).
Role = Interceptor (Anti-Air only).
Ammo = 3
One of the United States Teen series aircraft which was introduced in the mid 1970's. It is given the role of pure air-defense unlike the Japanese variant it is slower and carries a higher ammo to fuel ratio.
Wing Pylon Weapon = AAM-3 Short Range Heat Seaking Missile (Anti-Air).
Body Pylon Weapon = AAM-4 Medium Range Semi-Active Radar Missile (Anti-Air).
Ammo = 2
Role = Interceptor (Anti-Air only).
An aircraft which was produced by the Mitsubishi Heavy Industries under- licences from McDonnell Douglas, a total of 223 aircraft's were produced for the Japanese air force. unlike its US variants its is slightly more faster but carries has a lower Ammo to Fuel Ratio.
- F-15EK Korean Air Industries 'Seullaem Igeul ? (Slam Eagle)' Attacker (Right) - South Korea :
Wing Pylon Weapon = AGM-130 Long Range Guided Missile (Anti-Ground)
Body Pylon Weapon = AGM-84 Medium Range Altimeter/Active Radar Missile (Anti-Navy).
Role = Attacker (Anti-Ground and Naval only).
Ammo = 2
Another Aircraft Variant of the F-15 which was made by the United States which specializes in Ground Attack. It was selected by Republic of Korea Air force in early 2000 to be their Attacker and Maritime defense Aircraft, unlike the Israeli variant which bests it at ground attack the Korean variant is better when it comes to naval warfare in which it can attack submerged threats if detected by destroyers.
Body Pylon Weapon = GBU-32 (Guided Bomb Unit) GBU-32 - Mk 83 - 1000 lb High Explosive JDAM (Jiont Direct Attack Munition) Bomb (Anti-Ground)
Role = Attacker (Anti-Ground and Naval only).
Ammo = 2
Purchased in 1994 by the State of Israeli's Government to be its long range strategic bomber. Unlike the Korean F-15EK it specifically Specializes at neutralizing ground threats although it can attack naval threats but the Korean variant bests it at that.
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum