Why, is the number of D-Day maps with new cliffs so large that the answer changes by tens depending on how I define "full use"? _________________ mentalomega.com QUICK_EDIT
Even if just one map uses one of those cliff tiles then I guess it was worth it. But really if you're designing maps from scratch then it'd be interesting to think of where you want 2 height cliffs vs 4 height and so on to make more interesting height differences. QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Mon Jul 13, 2015 4:45 pm Post subject:
I also don't see the initial question having been hostile... I think to the original question, the obvious answer is that no single map will make use of ALL those tiles. But, all maps taken together, I'm sure they find their place somewhere.
And ME is right that "full use" should be clarified in order to give a meaningful answer to the question... tiles are either on a map, or they are not. Either used or not used. How can they not be "fully" used? _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
The funny thing is how shitty my 3d modeling skills have gotten... The 3d models those converted from sucked...
And I guess 3dsmax 2013 does not work with 3ds2vxl... exporting to 3ds doesnt keep colors... I had to export to obj.>import into blender then export as 3ds...
I think I might make some more hollyweird vxls... those were kind of fun...
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jul 18, 2015 1:51 pm Post subject:
Damnit. I wanted to do the first Echo-1 voxel!
Goodjob anyway. Mystery Machine is my fav. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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... QUICK_EDIT
I have also released 8 new maps. Two of the maps are fan made RA3 maps, I remade them for Ra2 because I liked them. (The original author is okay with it. )
You guys hopefully should know were to download this crap if you want it... _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) QUICK_EDIT
Well you would make several types of ores to be your "crops", then you make a unit that you can deploy into a special oremine that only spreads only of those new types, finally you make the miners into combines and the refineries into a storage bay(that auto-sells). You have implemented crops for farming. (also use IFV logic for tractors.) It will look odd when the normal harvesters start harvesting crops so to prevent that you should find a way to make it only harvestable by the combines.
Now it would be look better in tiberian sun because tiberium spreads by itself and in your seeder could still move around. (By making it spawn "crops" (tiberium) when you fire) Also IFV like logic is it possible in tiberian sun with no hardcoding? QUICK_EDIT
You'd have to redo the theater inis to only allow tiberium on your farm crop tile set... but rather than planting I'd just add 2 invisible ore mines (one at each end of the field). _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
How about a simplified version, where crop fields are just oil derricks with anim slowly damaging itself? They can be set as costly and slow to build and only profitable when the player send "workers" or "tractors" to repair them. _________________ Aka DirtyChicken QUICK_EDIT
How about a simplified version, where crop fields are just oil derricks with anim slowly damaging itself? They can be set as costly and slow to build and only profitable when the player send "workers" or "tractors" to repair them.
That would probably work better. Not like I know how to make sph's anyway's. QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Thu Jul 23, 2015 10:40 am Post subject:
Too bad there's only two damage stages, it would look nicer if there were more stages to display how the field is slowly being harvested as it damages itself.
Ares Advanced Rubble feature could then give you an empty field when the field is completely harvested, then you send a farmer or whatever into the empty field to make it grow again...
All very interesting! _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
You could use both actually having the oil derrick look like a automatic harvesting contraption (also give it an animation that is it harvesting itself that pauses at the damage states) that you send seeders to "restock" (repair) it then you replace the normal ore types with crop types plus add as many ore types as you want and make sure it has growth and spreading tags. Also replace oremines with watering machines.
(Why are we still talking about this?) (Also all the tiberian sun stuff can be made in RA2(at least most of it)) QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Fri Jul 24, 2015 10:44 am Post subject:
They are awesome...
(but you are right, the scale is abit off... just look at the pickup next to that tanker truck... but they are still great) _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
I am still working on all those Mad Max vxls... About half way done... I had to take a break from them... There a pain, and there not looking so great... Ra2's pallet/voxel does support this style of detail... And I just did not want to make the vxls large and scale them down... So I have to fudge what I can...
Anyway, I released 9 new maps... All Island maps... LOL! I have 71 maps on my site.
**Wipes sweat from brow**
Took longer to get all this finished and uploaded then I thought it would...
If you would like to download any of this crap, all can be found on my site.
Mad Max Voxel Pack:
Some of these may need a little more work... But I have spent way to much time on these and can not waist anymore time on them...
Civi Vehicles voxel pack:
Made from the vehicles I made for the MadMax vxl pack... (Vehicles in red area are WW/EA Voxel, there for comparison)
Farm Vehicles voxel pack:
Monster Truck voxel pack:
I also have released 3 halloween themed Ra2/YR maps. I posted these in the map archive section on this forum but no one seemed to care... But I might as well add them here as well...
I also have released 4 new Ra2/YR maps, and 1 rework.
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Tue Oct 13, 2015 7:01 pm Post subject:
Voxels, SHPs, maps, your work is absolutely incredible. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
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