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Red Alert 2 YR Red Alert 3 Mod?
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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sun Mar 03, 2013 10:56 pm    Post subject:  Red Alert 2 YR Red Alert 3 Mod? Reply with quote  Mark this post and the followings unread

Well, I, like many here, have surely seen a lot of RA3 assets made, even public and good quality.

But my question is thus this: Has anyone made a full RA3 mod for RA2?

It sure looks like an interesting deal (plus, we can solve some of the RA3 problems in the process ; I agree that it is overall an inferior game to RA2 xD)

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Mar 04, 2013 12:24 am    Post subject: Reply with quote  Mark this post and the followings unread

There is only a few vxls, one infantry & no buildings AFAIK. So not enough to make a whole mod.

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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Mon Mar 04, 2013 1:56 am    Post subject: Reply with quote  Mark this post and the followings unread

I know and have at least 3 infantries (RA3 conscript, Tesla Trooper, Natasha), over 10 voxels (Including Sickle, Hammer Tank, RA3 Apocalypse, Athena Cannon, Tsunami Tank, Mecha Tengu, all Soviet and Allied aircraft, Stingray, etc.) and plenty of others can be approximately replaced or easily converted (V4, Terror Drone, Peacekeeper, Missile troop, etc.)

Buildings are just an .shp image that can be taken from an appropiate copy-paste perspective of the game. And the normal ones can be used as place-holders while the others are converted and implemented.

We can make the "generals" AI as additional subsides (For example, instead of having Cuba, Iraq, Libya, etc. we would have Special Troops, Airforce and Heavy -as in RA3- and write the AI differences in the .ini)

The special powers mechanic can be changed into upgrades for buildings, that give superweapons (or we could think about other options)

Would nobody want to give it a try with me? xD
(it's obviously a lot of work for just one hobbyst, it's a great project, but I could code many hard-to-do weapons and convert the balance and simulate some of the mechanics)

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Mon Mar 04, 2013 2:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Raminator Modeled the RA3 Infantry.

So you have the Conscript,Flak Trooper, Peackeeper (No Shield) & Javelin available already.

MadHQ has his own private Mod as well which adds in the Empire and RA3-esque stuff already iirc.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Mar 04, 2013 3:43 am    Post subject: Reply with quote  Mark this post and the followings unread

how can you make giga fortress's weapon

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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Mon Mar 04, 2013 3:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I would love to see a red alert 2 version of Red alert 3, just no lame music and cheezy female actors.

Let me rephrase that, I'd love to see a Westwood style Red Alert 3.....

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Mar 04, 2013 7:04 am    Post subject: Reply with quote  Mark this post and the followings unread

There was Red Ares.

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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Mon Mar 04, 2013 7:48 am    Post subject: Reply with quote  Mark this post and the followings unread

You can make Giga Fortress weapon. Just make it a carpet bomb airstrike weapon (like Boris) ; a laser target that calls from an invisible, untargeteable high speed plane with a custom attack.

Or much more simply, a damaging animated effect. (adding own art.ini damage to the warhead-invoked anim)

Where are the Flak Trooper and Javelin etc. .shp?

Anyways, I would need other people to help me import RA3 sounds and that (I suck at it), amongst other things.

Should I make a mod announcement if I intend to search for help to do it?

(anyways I will still continue development of my own mod, which you see in my signature and is due soon for a pre-beta release)

If anyone is interested in helping with the project, say it!

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Mar 04, 2013 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

What would you do then if you can't even export something from RA3?

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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Mon Mar 04, 2013 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sound export is not my strenght (?), I'm a coder and .SHP artist primarily...
(but I have imported sounds from Starcraft and TS)

Man, you only do ares xD

I'm just asking for a little collaboration for a project that many would like. I can do a part but not everything; it would take years for a simple human. However for 2 or 3 humans we can have a playable and working RA2YRRA3 BETA within less than a month.

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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Tue Mar 05, 2013 12:23 am    Post subject: Reply with quote  Mark this post and the followings unread

If I wasn't working on a project I would help you. I could do Menu's, maps, cameos, audio, balancing, and UI. The only thing i ain't good at, is coding and shp's XD

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Mar 05, 2013 6:18 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"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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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Tue Mar 05, 2013 6:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Can't do precise convert anyhow, some RA3 features are unavailable in RA2 YR and not all can be recreated exactly as is so even if consider doing this would have to outline the wanted features and work out what is doable and assume enough ppl arent busy too much to do their own stuff as is... Sure can do most units visually but won't behave the same, especially Empire side won't have transformation working which is basicly key to whole side.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Mar 05, 2013 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Mar 06, 2013 5:06 am    Post subject: Reply with quote  Mark this post and the followings unread

If you want RA3, just play the game. Importing RA3 stuff to YR for a RA3 mod sounds ridiculous to me.

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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Thu Mar 07, 2013 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

I've noticed a large difference in how original C&C games up to red alert 2 handled from games from generals and after. In my opinion I liked the grid style games much better than the new 3D model style. I would rather play TS/RA2 than Generals and CnC3 due to that control, but some people might not care.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Thu Mar 07, 2013 12:52 am    Post subject: Reply with quote  Mark this post and the followings unread

RA3 is grid-style. Only difference imo in terms of construction segment is that...

- You can rotate which direction the Building is facing (N/S/E/W)
- Soviets have the Build while in the Battlefield
- Allies have the Old-School Build then Place
- Empire is a mash-up from the Soviet-Style + MCV-centricness

Generals & Tib Wars has that Build-Anywhere Style. (Although in some cases that allows you to make more tightly-built bases)  Laughing

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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Mar 08, 2013 5:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
http://bbs.ra2diy.com/thread-9168-1-1.html
there is already one, but I havent played yet


Thank you. I will look into it. Those chinese always rip everything so I don't think they will mind some ripping in any case #Tongue #Tongue #Tongue

It's seems though it's a rather free interpretation of everything, it has GDI units, China as a faction, terror drones deploy into spider mines (!?), Kirovs have AA guns, etc. etc.

Quote:
If you want RA3, just play the game. Importing RA3 stuff to YR for a RA3 mod sounds ridiculous to me.


It's not about making it exactly the same - It is conserving the feel of RA2 but using the RA3 concepts. "beast of both worlds", if so you wish.

Most of us will agree that RA3 graphics were/are crap. Excesively bright remap everywhere, yellow lines around things, everything is round and looks like a toy, architecture is unrealistic, stuff shines and hurts your eyes, etc.
RA2, while shinier than TS and RA1, has realistic architecture, less trashy music, classic gameplay (not the "everything is 3d and slow moving, things die more often than get damaged", etc. 'new' EA style), etc.

In short it is having a RA2 with the units, factions and powers of RA3 but not the EA defects.

Quote:
- Soviets have the Build while in the Battlefield
- Allies have the Old-School Build then Place
- Empire is a mash-up from the Soviet-Style + MCV-centricness

Empire actually uses the Earth 2140 build mechanic

Actually all faction build styles from Red Alert 3 can be recreated, as follows:

- Allied is already the normal one

- With Soviets, you can have instant BuildTimeMultiplier=0.01 for buildings, then a long buildup animation that accounts for the actual time on each building.

- With Empire, all your buildings are a different MCV that is built, then deployed.

* * *

Quote:
Sure can do most units visually but won't behave the same, especially Empire side won't have transformation working which is basicly key to whole side.


False. With a little creativity on the coding, mostly all the functions can be approximately covered, specially using Ares or other such enchancer.

As for transformations, they ARE possible, in fact I have made a three stage manta-ray (It has underwater, land-water hover, and air modes) ; it justs needs an structure stage as an intermediary, which can be just a placeholder.

Mecha Tengu Land -> Structure 1 -> Mecha Tengu Air -> Structure 2 -> Mecha Tengu Land (again), and so on

Quote:
I would help you. I could do Menu's, maps, cameos, audio, balancing, and UI. The only thing i ain't good at, is coding and shp's XD


That's actually quite perfect since I can handle those pretty well xD, but not scripted maps, .bik files (yet) or RA3 audio importing.

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Fri Mar 08, 2013 6:13 am    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:


Quote:
Sure can do most units visually but won't behave the same, especially Empire side won't have transformation working which is basicly key to whole side.


False. With a little creativity on the coding, mostly all the functions can be approximately covered, specially using Ares or other such enchancer.

As for transformations, they ARE possible, in fact I have made a three stage manta-ray (It has underwater, land-water hover, and air modes) ; it justs needs an structure stage as an intermediary, which can be just a placeholder.

Mecha Tengu Land -> Structure 1 -> Mecha Tengu Air -> Structure 2 -> Mecha Tengu Land (again), and so on


If you want to be anal about it, yes you can do awful building in between stages to do these transformations but they are really unacceptable and dodgy workaround and its not something any pro modder like me would accept or ever consider seriously.

Far better to have actual transformation logic (Ares wish for!) so transition can be made smooth and FAST! as that is the whole basis for the empire side strategy thus whole building in deploy between stage is only considerable drawback but sure go ahead with your obsession and see how far pleasant you get it, I guarantee it is crappy no matter what you do but you just don't realise it yet fully or are god forbid willing to accept crappy working.

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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Mar 08, 2013 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread



You are not being constructive at all. (in fact yopu are the one wanting to be "anal" abiout it, apparently) You just try to shut down the project before it has even started. What do you gain by just insulting the other? Or are you just in a really bad mood? It hasn't even been done yet and you want to trash it.

By the record, I already have such units and they are not "crappy" at all; even Westwood used the deploy logic in TS and RA2, so what is the point? And it looks just OK.

First, building transformations are nto "slow", they can be instant; secondly the transformations in RA3 are also "slow" (they even have a cooldown timer, besides taking a time themselves)
Thirdly, buildings are not hard to de-deploy; vehicle-buildings will be selected with the other units and move when ordered. It is possible even this can be automatized with exiting tools, so it can be like a "real" transformation.

And, you know what? You don't even HAVE to use the building transformation thing; it can just be done with the .shp overlay and find a workaround for it to moven with a different locomotor, as a .shp vehicletype.

AND I have even more ideas. A vehicle that self-Destructs into an animation-created infantrytype which is actually the other vehicle form! And the same mechanic to recover the original. And so both can be made, and built as a vehicle too to start with (only problem is .shp limitation once transformed). So eat that.

In the last point, as you yourself say, there has been the idea of vehicle-to-vehicle transformation with Ares, and it is possible that it is applied in the future. Meanwhile the other methods can be used. So, what is your issue?

If you want me to criticize, there:
Your TI beta includes old buildings from vanilla TS wich don't fit at all with the new ones. Also balance of factions is awful, when I played it I had to hand-change every parameter because NOD sucks (even with the AI the power difference is entirely evident), not to mention the screen is so dark stuff becomes invisible unless you are using really high gamma settings. Speaking of this, some units actually deploy to stuff that doesn't correspond to their actual form! And the campaign engenders crashes.
And yet, I don't take these as some kind of death sentence for the mod. At the contrary they are problems that can be solved and some will be. Because it's a mod, and a beta, and despite all of this, STILL an overall awesome work to update the game.

So, instead of wanting to drag others down, why don't you step up with some actually helpfuyl and useful comments -not to mention real and not highlighting imaginary mind-problems of yours-, or else, kindly shut up and let other's discuss and work in the projects?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Mar 08, 2013 8:55 am    Post subject: Reply with quote  Mark this post and the followings unread

If your such a genius make one then and stfu

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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Mar 08, 2013 8:58 am    Post subject: Reply with quote  Mark this post and the followings unread

If you don't care then don't intervene. I have never claimed to be a "genius", only having these ideas, and some people liked them.
But also requesting for help, and some said could be willing.
It's a mod project and part of it is community building, and that is why this forums exists on the first place, isn't it? . . .

Then, why attack me? I haven't attacked anyone.

Some anglos are really hostile for no reason at all it seems...

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Mar 08, 2013 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

No dude you are a retard who does not appreciate how much effort time and skill is required to create assets. Nice bashing of a established mod and veterans too.

Anyone can think of ideas but main stumbling block is graphics and artwork alongside engine limitations.

you want a ra3 mod - learn how to 3ds max

you could also save everyone a lot of headache by quitting so we do not need to listen to your anus talk

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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Mar 08, 2013 9:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Retard? You sure know how to be polite, huh?
Graphics already exists. Engine limitations have been adressed. If you can name "problems", I can adress them at well.

He bashed first, I only responded, and also recognized the strenght of the work along with the weaknesses. But authority does not override reality and I only saw an anrgy post from an apparently angry person attaking with no need.

Stop flaming the thread. Nobody forces you to "Listen"; do not visit if you doi not want to read. It is a forum.
And no, you are not "everyone". Most of the people here have been helpful.

If you like to say "it can't be done" so much, only because you lack it, then just don't do it, but don't try to stop others from doing it; it's their project, not yours, so, if you are not contributing, at least get out of the way.

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Starkku
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Joined: 28 Dec 2007
Location: Finland

PostPosted: Fri Mar 08, 2013 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:

Graphics already exists.


Most of them, such as structures, are not in a form directly usable by someone with zero skills in 3D modeling. Which is why amidst all name-calling etc. AG has a valid point. You might have to learn to do those things yourselves if you're gonna want any progress in that department in a realistic time.

The fact is, that without there being a significant amount of work already contributed to a project, the chances of more people joining it are rather slim, and even if there is, it's still hardly guaranteed with most talented people being preoccupied by other projects or things. Most 'collaboration projects' like the one you proposed have been pretty much stillborn and not yielded any results, so there is an actual precedent for cases like this (i.e I am not talking off my ass).

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Fri Mar 08, 2013 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Tsunami Tank

WaterImage Tag for Transition (Must have same height as Land to prevent FLH "Errors" )
Secondary Ability can be done with Self-Iron Curtain WH

WaveForce Cannon/Tower
GatlingCycle Enhancement to simulate charge-up attack

Attack Dog Stun Bark/Battle Bear Stun Roar
AttachEffect with appropriate changes
Infantry can be made Amphibious already just need graphics for Bear

Soviet Collector Shell Mode
Self-Firing AE Weapon

Imperial Collector
WaterImage Tag for Transition (Must have same height as Land to prevent FLH "Errors" )

Shinobi
- Again it needs its new graphics
Just a Normal Infantry with Spy Logic and instead of a MakeUp Kit it uses Throwing Stars

Yuriko Omega
- Deploy is already doable
- Primary just needs AE to make targeted Vehicles/Units unable to move

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Fri Mar 08, 2013 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Jeez, you not get, I SAID THOSE YOUR ALTERNATIVE METHODS ARE CRAPPY until Ares does a proper method to do it, I would not bother doing it as it will SUCK ASS!

But no, you not get my point... and NO, I'm not angry, I just see it waste of time doing subpar work with lousy workarounds but if you must insist your always free to settle for subpar features.

I will love to see how well your building deploy works when blocked by slope/tree/overlay/wall...anything, now if its just one way transform like WW then its fine but actual unit-building-unit combat transformer is plain shit given always bound to terrain issues thus jet tengu or anything I will cringe upon having to position it properly so the poor fella can deploy to perform its feat :/

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Fri Mar 08, 2013 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
Jeez, you not get, I SAID THOSE YOUR ALTERNATIVE METHODS ARE CRAPPY until Ares does a proper method to do it, I would not bother doing it as it will SUCK ASS!

But no, you not get my point... and NO, I'm not angry, I just see it waste of time doing subpar work with lousy workarounds but if you must insist your always free to settle for subpar features.

I will love to see how well your building deploy works when blocked by slope/tree/overlay/wall...anything, now if its just one way transform like WW then its fine but actual unit-building-unit combat transformer is plain shit given always bound to terrain issues thus jet tengu or anything I will cringe upon having to position it properly so the poor fella can deploy to perform its feat :/


I got around to it by making my Colony Buildings undeployable (still havent bothered yet on how the MCV would react with the MCV Redeploy Flag in Skirmish though)

And yes requiring this would also need that there be an enhancement on ProcAlternate Tag.

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NimoStar
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PostPosted: Fri Mar 08, 2013 9:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Most of them, such as structures, are not in a form directly usable by someone with zero skills in 3D modeling. Which is why amidst all name-calling etc. AG has a valid point. You might have to learn to do those things yourselves if you're gonna want any progress in that department in a realistic time.


Irrelevant, structures are mostly .SHP in RA2, a screenshot can be done in the right angle and cropped to be used. In fact most structures made to RA2 and TS to mod are done directly in 2D, or if done in 3D, shot and converted to 2D anyways, so... all the RA3 strutures images already exists and a series of photos can import them. This is of course a job I can do myself.

Quote:
The fact is, that without there being a significant amount of work already contributed to a project, the chances of more people joining it are rather slim, and even if there is, it's still hardly guaranteed with most talented people being preoccupied by other projects or things.

Leave that to the people. There is a LOT of workj in this project done, it's just not direct; but all the RA3 voices and sounds, and the RA3 units made into voxel, and etc. are actually there for it, quite exactly so.

Atomic_Noodles:

Thank you for the contribution of usable ideas <3

Quote:
I will love to see how well your building deploy works when blocked by slope/tree/overlay/wall...anything, now if its just one way transform like WW then its fine but actual unit-building-unit combat transformer is plain shit given always bound to terrain issues thus jet tengu or anything I will cringe upon having to position it properly so the poor fella can deploy to perform its feat :/


This is absurd; buildings can have 1x1 base and PlaceAnywhere tag, furthermore thwy can have naval = yes , etc. also this does not adress all the other methods, and I have already proposed a way to greatly enchance the transform infantry one: http://www.ppmsite.com/forum/viewtopic.php?p=477583 of course this is up to Ares developers but it seems reasonable enogught and not hard...

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Starkku
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Joined: 28 Dec 2007
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PostPosted: Fri Mar 08, 2013 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:

This is absurd; buildings can have 1x1 base and PlaceAnywhere tag, furthermore thwy can have naval = yes , etc. also this does not adress all the other methods, and I have already proposed a way to greatly enchance the transform infantry one: http://www.ppmsite.com/forum/viewtopic.php?p=477583 of course this is up to Ares developers but it seems reasonable enogught and not hard...


PlaceAnywhere does not allow building placement on overlays such as ores or in slopes, though, just allows it on water and what not. The fact is that vehicle-to-vehicle deploy would work much better than vehicle-to-building-to-vehicle. But alas the former is not available in vanilla YR/Ares so I guess you'll just have to bear with (arguably rather hindering) issues of the latter.

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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Mar 08, 2013 9:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Perhaps a 0x0 base? (?). Who knows, we will see. As is the case there are other ways for units for which building deploy would not be best... for water transform units at least it looks fine as there is no gold or slopes on water.

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Last edited by NimoStar on Fri Mar 08, 2013 9:33 am; edited 1 time in total

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Fri Mar 08, 2013 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:

Irrelevant, structures are mostly .SHP in RA2, a screenshot can be done in the right angle and cropped to be used. In fact most structures made to RA2 and TS to mod are done directly in 2D, or if done in 3D, shot and converted to 2D anyways, so... all the RA3 strutures images already exists and a series of photos can import them. This is of course a job I can do myself.


By all means, do your subpar work, you can't get right angle from your beloved screenshots nor lighting and good luck with shadows too and also drawing your damaged frames too and also doing the painful frame by frame buildups and all still in wrong angles.

You need talented guy to render them in right perspective including shadows, make up damaged frames and so on. Else your quality standards are laughing stock worth but whatever floats your boat or rather sinks it. Rolling Eyes

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NimoStar
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PostPosted: Fri Mar 08, 2013 9:34 am    Post subject: Reply with quote  Mark this post and the followings unread

You have not even seen it and yet you think you can judge the quality? Face palm! What do you know how will they look? Or if "subpar"? The .shps I made of buildings have had good reactions so far. Furthermore if I aim to replace all the buildings, I get to choose my own "right angle and shadows" for the lighting.

Like if RA2 was consistent to start with, buildings and unit voxels are illuminated from parallel to the ground as if in twilight  but with full bright, yet shadows of auircraft and infantry come down black from directly above as if it was midday... Explain this, if you can? Is RA2 "subpar work" on the part of westwood? If so, Why don't you concern yourself only with TS and not RA2 mods?

At least wait to see some of the results before criticizing, da?
Trust me, I have an engineer (?)

The aim of a game is not to be perfect, it's to be enjoyable even despite any imperfections it may have...

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ApolloTD
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PostPosted: Fri Mar 08, 2013 9:58 am    Post subject: Reply with quote  Mark this post and the followings unread

All I needed to hear was screenshot to know the quality, thats all there is to it, you can photoshop it all you want trying deal with all the problems which will become apparent once you insert them to the game as much you don't wanna realise it here from lack of experience and full of ideals.

First off, RA2 and TS are both isometric angle games, you can not change particular things like this and thus the any new creation angles must be same or it looks wrong vs the ground, I should not have to tell you this :/

So choosing your own angles and lighting is so wrong but you will see it in time when you do this and admit you were wrong whether you like it or not.

You don't know me or my work, I work primarily with RA2, TI I only support time to time (not lead or make its decisions so TI whine at me is misplaced!) and I hardly said anywhere WW wasn't guilty of mistakes but hardly comparable to the ones you will be making, WW you know got the angle right and lighting on buildings, which you won't.

Voxel lighting is VPL matter which admittedly is very bad rushed up job thus I got better VPL to adjust glow and I could go on pages and pages for all TS and RA2 flaws here as I consider Westwood as bunch of monkey programmers on many counts but thats not the core issue here.

I'm done with the subject as its pointless and my points made, good luck proving me wrong on quality if start screenshot paste jobs.

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NimoStar
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PostPosted: Fri Mar 08, 2013 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

I can use a custom map of RA3 for the screenshots.
"errors you will be making" is not something real, it exists only in your head. How can you know what errors will I make if I haven't even made them? Or have information to infer' have you even seen it? Even if there are mistakjes at first, what makes you think they cannot be fixed?

As I said, lighting on RA2 is inconsistent between units, buildings and aircraft. The terrain is isometric, yes, but what about that? Trees's shadow? Hm.
The lighting can easily be done. I will not take the screenshots from elsewhere (net, etc.), I can easily do my own since I have the game installed. Futhermore as I said they can be manipulated using the map light parameters. So...
As if that were not enought, buildings and other stuff in RA2 have the same shadows at all times of the day. It's totally understandable but seeing all of this "it has the wrong shadows" (what does? There is nothing yet... lol) is hardly a strong argument.

And even being "monkey programmers" and full of faults, the games were really good, so much we are still modding them over a decade later, so the point is made that imperfection, being rushed, or lack of resources, does not make something "bad", but still can be enjoyable and further perfected.

PS: By the way, the damaged "frames" for buildings from RA3 were already god-awful so I coudn't make it worse...

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ApolloTD
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PostPosted: Fri Mar 08, 2013 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Hahaha, Excuse me if I do not share your confidence and remain unconvinced it be any good but like I said, you can try prove me wrong with your great artistic talent and then I will stfu for good if its really good and even community praises it and no way am I forbidding yourself from doing it but your cup is yours and mine is not the same and thus I will have zero interest in this for outlined reasons which remain.

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NimoStar
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PostPosted: Fri Mar 08, 2013 11:27 am    Post subject: Reply with quote  Mark this post and the followings unread

As you say, but I don't do it for praise or technical achievement. None of us are getting paid for this, are we? It's for fun, no matter the standars. Some people maked full retard mods with tesla turtles and evertything nukes. And not even them got flak, because it's not the point. Others like Mig prefer historical accuracy. RA2 and specially RA3 universe is kinda of a joke (the last even on graphics...), So why so serious? Smile
Help or help not, but do not insult or try to stop things that have not even been done yet (!). Perhaps you have a lot of years of experience and/or skills in modding on this engine but does not mean other's can't give it their try for different things. Not everyone aims for the same.

I think it's easy to make a fun, nice-looking, and playable RA3-remake on RA2 engine (¡Many parts have already been done in different mods!) ; perhaps not a "perfect" flawless imitation (by even the limits of the graphs to start with!), but it wasn't a perfect game to start it, was it?

And, something else. It's not even necessary to use the very same models than in RA3 for buildings; the voxels and .shp are not even exactly the same as RA3 ones, and yet they look good. It's a different media with other style, if rendering fails in any aspect, faction buildings can be redone from scratch or existing RA2 parts and mods to be look-alikes to those in RA3.

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Fri Mar 08, 2013 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

+1 for Apollo.

NimoStar, two words. Robot. Storm. Search out the 2.0 mindblasts and you'll realize he's not talking out from his ass.

Apollo actually has an armada of points here. Screenshotting stuff will be pointless for anims and map lightning will scrap the stuff. It's really bad compared to a proper render.

Why he is serious, because you want people to join you. But the whole project is a bloatware, so anybody joining is a waste of talent. And I agree.

IMO search out Red Ares, and PM AG for his permission to take that one over. That was the best RA3 RA2 transition possible.

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kenosis
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Location: Moscow State University

PostPosted: Sat Mar 09, 2013 6:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Thank you. I will look into it. Those chinese always rip everything so I don't think they will mind some ripping in any case    




my answer:FUCК YOU. I am your very much hated CHINESE. I really do mind if you are still posting any stupid shit like that. Then I would really mind if you still exist here.




Quote:
The .shps I made of buildings have had good reactions so far

so says LKO
Quote:
This forum needs subforum for "Bad, unrealistic and ridiculous ideas" where things like this can be moved.



Now let's see some screenshot crap.Someone did it before.
Satisfied? STFU.



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OmegaBolt
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PostPosted: Sat Mar 09, 2013 8:36 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure those screenshots count as it having been done before, they look terrible.

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Atomic_Noodles
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PostPosted: Sat Mar 09, 2013 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

As shown on those pics kenosis, just doing it by screenshots isn't going to be a very good approach. Its best to remake the Buildings/extract it out of the RA3 Assets and rerender it as a proper 3D Model to SHP as opposed to Screenshots.

You'll run into many problems as how Shaders giving the building different brightness/darkness every view making the resulting outcome either too dark or too bright.

There is also the problem with how Red Alert 3 has different isometric view than Red Alert 2...

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Krow
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PostPosted: Sat Mar 09, 2013 10:43 am    Post subject: Reply with quote  Mark this post and the followings unread

RA2 uses dimetric. #Tongue

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Atomic_Noodles
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PostPosted: Sat Mar 09, 2013 12:05 pm    Post subject: Reply with quote  Mark this post and the followings unread


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NimoStar
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PostPosted: Sat Mar 09, 2013 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:

my answer:FUCК YOU. I am your very much hated CHINESE. I really do mind if you are still posting any stupid shit like that. Then I would really mind if you still exist here.


Hey, I though Chinese were suppossed to be polite. Where is your "Qing"?
ANd where do you take I "hate" you? I only said that ripping was OK since most of the assets were ripped anyways. I you are looking for an anti-chinese person, you should look alsewhere in the forums. In fact I buy my groceries from a chinese market.

And whoever did those screenshots knew nothing. To start with he used a dark map whereas RA2 cuildings use brisght illumination. THen, he used inconsistent perspectives.
Then, he used bad building bases (look at the Refinery, my God). Furthermore he didn't align the structures correctly to the grid.

Rendering buildings from 3D models is also not going to work unless I encounter some "dimetric renderer" program.

I have my approach for recreating buildinmgs decided. You will see some results in a few days. Then judge. It is not pure screenshot, neither render, because RA3 style is not consistent with existing ones. In fact in part I have described it here.

PD: While doing them, I will show it and then only release the assets to those supportive of the project.

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kenosis
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PostPosted: Sun Mar 10, 2013 12:15 am    Post subject: Reply with quote  Mark this post and the followings unread

ripping is ok just because it is chinese mod? fucк you ripper

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sun Mar 10, 2013 4:50 am    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:
Quote:

my answer:FUCК YOU. I am your very much hated CHINESE. I really do mind if you are still posting any stupid shit like that. Then I would really mind if you still exist here.


Hey, I though Chinese were suppossed to be polite. Where is your "Qing"?
ANd where do you take I "hate" you? I only said that ripping was OK since most of the assets were ripped anyways. I you are looking for an anti-chinese person, you should look alsewhere in the forums. In fact I buy my groceries from a chinese market.

And whoever did those screenshots knew nothing. To start with he used a dark map whereas RA2 cuildings use brisght illumination. THen, he used inconsistent perspectives.
Then, he used bad building bases (look at the Refinery, my God). Furthermore he didn't align the structures correctly to the grid.

Rendering buildings from 3D models is also not going to work unless I encounter some "dimetric renderer" program.

I have my approach for recreating buildinmgs decided. You will see some results in a few days. Then judge. It is not pure screenshot, neither render, because RA3 style is not consistent with existing ones. In fact in part I have described it here.

PD: While doing them, I will show it and then only release the assets to those supportive of the project.


To be fair its pretty much like your saying all Chinese are the same. Not every chinese modder rips assets. Its a bad stereotype...

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kenosis
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PostPosted: Sun Mar 10, 2013 5:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Even when the author of that mod at RA2DIY did not use any ripped assets this shameless noob thinks he has the right to rip because "someone else ripped". Great logic. Come on I am chinese and I always rip as you say.
FUCК YOU NimoStar.

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secondwtq
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PostPosted: Sun Mar 10, 2013 5:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Remember showing us your excellent screenshot work as soon as it is done.



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Astral
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PostPosted: Sun Mar 10, 2013 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, there is an Orthographic view mode in 3ds Max Design 2010 where you can see isometric model, not perspective. And I see it's useful to make buildings for RA2.

But IMO RA3 with Uprising and C&C4 are imbalanced story-burning bullshit and all that we can get from them are models and units, nothing more.

Sorry if my words hurt anyone.

@secondwtq: Good render!

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Atomic_Noodles
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PostPosted: Sun Mar 10, 2013 11:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Astral wrote:
Well, there is an Orthographic view mode in 3ds Max Design 2010 where you can see isometric model, not perspective. And I see it's useful to make buildings for RA2.

But IMO RA3 with Uprising and C&C4 are imbalanced story-burning bullshit and all that we can get from them are models and units, nothing more.

Sorry if my words hurt anyone.

@secondwtq: Good render!


Don't forget Unit Lines and Soundtrack...

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