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Ackron
Commander


Joined: 19 May 2004

PostPosted: Tue Jun 08, 2004 10:35 am    Post subject: Reply with quote  Mark this post and the followings unread

even the refinery? and do you have the harv in refinery anim?

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Reaperrr
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Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Tue Jun 08, 2004 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

ackron the mighty wrote:
even the refinery?

yes Smile

ackron the mighty wrote:
and do you have the harv in refinery anim?

nope, not yet, because the harv voxel is early beta at best, so Jokeman can't do the anim until I'm finished with the harv #Tongue


btw i've promised a screenie, here it is.



nodbase1.jpg
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Complete Nod base
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nodbase1.jpg



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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Jun 08, 2004 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll wait for a better version of the refinery before posting any news about it. So far, it's interesting but it needs some work to put it in a proper size and fix some other minor graphical problems.

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Kravvitz
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Joined: 25 Mar 2003
Location: USA

PostPosted: Tue Jun 08, 2004 7:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

The barracks seems a little small.

The turret and sam site could use more detail, but I don't know what.

The conyard still looks odd to me. The fans look odd and the main section seems too long and skinny.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Jun 08, 2004 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think the silo's are too big... but the rest is shaping up VERY nicely Smile

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Jokeman
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Joined: 28 Apr 2004
Location: Vienna (Austria)

PostPosted: Tue Jun 08, 2004 8:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm... i think, you are right...
they seems to be to big

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Reaperrr
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Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Tue Jun 08, 2004 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
I'll wait for a better version of the refinery before posting any news about it. So far, it's interesting but it needs some work to put it in a proper size and fix some other minor graphical problems.

to be honest, I don't get your point at this. it fits exactly into 3x3 cells, the only issue is that the harv-unload point isn't centered, but that's something we'll look into.
and what do you mean with "other minor graphical errors"?
On the ref there's only some non-remapable, that's why i used red color Wink , but besides that, i couldn't see any graphical problems...

or where you talking about the other buildings as well?

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Reaperrr
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Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Tue Jun 08, 2004 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kravvitz wrote:
The barracks seems a little small.

hehe, that's what I told jokeman as well Wink
he won't have that much time because of uni this month though, so I think it has lower priority, since making it bigger would eventually require a remake.

Kravvitz wrote:
The turret and sam site could use more detail, but I don't know what.

on sam site i don't know as well, but we'll improve the turret for sure.

Kravvitz wrote:

The conyard still looks odd to me. The fans look odd and the main section seems too long and skinny.

I think DJFreestyler and Jokeman will take care about it.

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Fremen5
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Joined: 10 Aug 2003
Location: Laughing at Donald Trump in a rather flat place

PostPosted: Wed Jun 09, 2004 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

The communications center looks nice.

BTW, have you gotten the anim. for the airstrip yet?
I love that anim...

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Jun 09, 2004 2:30 am    Post subject: Reply with quote  Mark this post and the followings unread

The refinery is cool, but it can be improved if:

- you raise the number of sides of the cylinders, because the current setting looks very squared.
- height was a bit smaller. It seems to be currently nearly as big as the obelisk.

Harvester is also cool, although you need to do a small work in the front.. for some reason that part is weird, but the rest of the voxel ownz.

Sam is not looking good.


And finally, I loved that turret #Tongue! Great job!

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Jokeman
Soldier


Joined: 28 Apr 2004
Location: Vienna (Austria)

PostPosted: Wed Jun 09, 2004 7:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
- you raise the number of sides of the cylinders, because the current setting looks very squared.

ok... i will try this Smile
Banshee wrote:
- height was a bit smaller. It seems to be currently nearly as big as the obelisk.

jep... as big as the obelisk... like in TD
Banshee wrote:
Sam is not looking good.

which sam do you mean? there are two versions in the screenshot Very Happy

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DJFreestyler
Cyborg Engineer


Joined: 15 May 2003
Location: The Void

PostPosted: Wed Jun 09, 2004 9:56 am    Post subject: Reply with quote  Mark this post and the followings unread

ackron the mighty wrote:
oh by the by nice chaos derdnaught odd walking anim tho even has the plasma cannon where did u get it?


It's completely from scratch built in 3dsmax by myself. And it's not entirely a chaos dreadnought, it's combined chaos/normal space marine dreadnought and a warlord titan.

Reaperrr wrote:
Kravvitz wrote:
The conyard still looks odd to me. The fans look odd and the main section seems too long and skinny.


I think DJFreestyler and Jokeman will take care about it.


Yep, we are. The conyard is being resized to 4x4 instead of 3x3 to make it fit better with the other buildings, and also it will be less dark. Twisted Evil (I know some of you were commenting on that)

Oh and Kravvitz, what's wrong with the fans? They don't look so good in the screenie, but ingame they are quite good, they are animated to rotate.
There's also the production anim and the lights on the side are also animated. (Man, i just love 3dsmax #Tongue)

And IMO, the main part isn't too long. It's just turned for TS perspective. If you look at the CY unfolding movie from TD you can see it's quite big.

Here's a screenie of the resized one, this time also with a damaged one:



conyard3.jpg
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ConYard 4x4 with damaged state
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conyard3.jpg



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Reaperrr
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Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Wed Jun 09, 2004 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
The refinery is cool, but it can be improved if:

- you raise the number of sides of the cylinders, because the current setting looks very squared.

well, it might look better, true, but you'll agree that it looked like that in td and in the hidden refinery-video in td.

Banshee wrote:
- height was a bit smaller. It seems to be currently nearly as big as the obelisk.

hm, but wasn't that the case in td as well?

Banshee wrote:

Harvester is also cool, although you need to do a small work in the front.. for some reason that part is weird, but the rest of the voxel ownz.

agreed, i also don't like the front part, will work on that.

Banshee wrote:

And finally, I loved that turret #Tongue! Great job!

hehe, thx. however even I admit it could have a slightly more detailed skin (both the shp part and the voxel)

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Jun 09, 2004 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
Sam is not looking good.

which sam do you mean? there are two versions in the screenshot Very Happy[/quote]

The one based in the TS SAM Site.

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Wed Jun 09, 2004 12:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

The refinery could use some repainting... Also, the temple of Nod is so detailed it looks out of place Smile

The communications center looks superb!

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Ackron
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Joined: 19 May 2004

PostPosted: Wed Jun 09, 2004 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

thats what the TD temple looked like......i think

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Kravvitz
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Joined: 25 Mar 2003
Location: USA

PostPosted: Wed Jun 09, 2004 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Jokeman wrote:
Banshee wrote:
- you raise the number of sides of the cylinders, because the current setting looks very squared.

ok... i will try this Smile


Remember that you are rendering these models, so you can use as many polies (polygons) as you want, without worrying about them slowing the game down.

Jokeman wrote:
Banshee wrote:
Sam is not looking good.

which sam do you mean? there are two versions in the screenshot Very Happy


The one with the turret up the inside and outside greys on the base are different. The one with the trret down doesn't look like its corners are square.

DJFreestyler wrote:

Reaperrr wrote:
Kravvitz wrote:
The conyard still looks odd to me. The fans look odd and the main section seems too long and skinny.


I think DJFreestyler and Jokeman will take care about it.


Oh and Kravvitz, what's wrong with the fans? They don't look so good in the screenie, but ingame they are quite good, they are animated to rotate.
There's also the production anim and the lights on the side are also animated. (Man, i just love 3dsmax #Tongue)


The areas that I outlined in pink look odd. Are those supposed to be sticking out over the fans?



conyard3p.jpg
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conyard3p.jpg



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DJFreestyler
Cyborg Engineer


Joined: 15 May 2003
Location: The Void

PostPosted: Wed Jun 09, 2004 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kravvitz wrote:
The areas that I outlined in pink look odd. Are those supposed to be sticking out over the fans?


Yes, they are supposed to be that way. If you look closely at the movie, you can see that its angled, rather than straight. I had a grate on top of it first, but i removed it because it screwed up the fans and didnt really add anything either.

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Wed Jun 09, 2004 9:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
The refinery is cool, but it can be improved if:

- you raise the number of sides of the cylinders, because the current setting looks very squared.

Actually, the original one is like that too. It's not bad rounding, it simply isn't round in the game.

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Reaperrr
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Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Thu Jun 10, 2004 7:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Kravvitz wrote:
Jokeman wrote:
Banshee wrote:
- you raise the number of sides of the cylinders, because the current setting looks very squared.

ok... i will try this Smile


Remember that you are rendering these models, so you can use as many polies (polygons) as you want, without worrying about them slowing the game down.

problem is that the ref is not made out of a 3D model but a voxel, so making it more "high poly" is a little difficult....

Kravvitz wrote:

Jokeman wrote:
Banshee wrote:
Sam is not looking good.

which sam do you mean? there are two versions in the screenshot Very Happy


The one with the turret up the inside and outside greys on the base are different.

Actually this was the case in TD as well... it's meant to be that way.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Jun 10, 2004 9:42 am    Post subject: Reply with quote  Mark this post and the followings unread

what are you using to create the buildings ?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Jun 10, 2004 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

The ref is based on a voxel?! Who the hell makes a voxel of a building when you can't use it anyway Wink

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Reaperrr
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Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Thu Jun 10, 2004 1:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

The DvD wrote:
The ref is based on a voxel?! Who the hell makes a voxel of a building when you can't use it anyway Wink

me Laughing
of course I knew a voxel building can't be used directly, but I have no skills at 'real' 3D modeling, nor in Photoshop, so this was the only way for me to create the refinery. Also I did that before Jokeman appeared.

@SMIFFGIG: I think Jokeman just takes the original graphics and remakes them in Photoshop (but don't ask me how, I have ps as well and whenever I try to 'improve' a building graphic it looks even worse afterwards Laughing Wink )

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Thu Jun 10, 2004 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would recommend using the Renegade ref model, and touch it up a bit in Photoshop or PSP or whatever. Also Reaperrr, I could still use those infantry shps if you don't mind, thanks Smile

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Jokeman
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Joined: 28 Apr 2004
Location: Vienna (Austria)

PostPosted: Thu Jun 10, 2004 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm... i don't like the renegade model... the original TD refinery is much better Smile

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Thu Jun 10, 2004 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

who cares what it looks like you have to use the TD one for acuracys sake

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Fremen5
Commander


Joined: 10 Aug 2003
Location: Laughing at Donald Trump in a rather flat place

PostPosted: Thu Jun 10, 2004 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

not necesarely.
IMO, if they remake the building, it's a-ok, as long it has some resemblance to the origional.

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Ackron
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Joined: 19 May 2004

PostPosted: Fri Jun 11, 2004 10:14 am    Post subject: Reply with quote  Mark this post and the followings unread

just make TD one bigger

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Jokeman
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Joined: 28 Apr 2004
Location: Vienna (Austria)

PostPosted: Fri Jun 11, 2004 10:47 am    Post subject: Reply with quote  Mark this post and the followings unread

to make it only bigger is no solution because in that case, the load animation will not work

@ all:
something different...
i've made a new version of the gdi barracks, which has a more TD like top...
please compare it with the versions before and tell me, what you think



pile.gif
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the barracks with new top
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Ackron
Commander


Joined: 19 May 2004

PostPosted: Fri Jun 11, 2004 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

i like that barracks bit simple but simple is good when thinking TD

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DJFreestyler
Cyborg Engineer


Joined: 15 May 2003
Location: The Void

PostPosted: Fri Jun 11, 2004 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

It looks good. Just one thing tho, do you have the flag animated or not. Would be nice if it was.

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Fri Jun 11, 2004 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

i esckon it is and where did you get the animated dreadnaught DJFreestyler?

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Jokeman
Soldier


Joined: 28 Apr 2004
Location: Vienna (Austria)

PostPosted: Fri Jun 11, 2004 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

sure... the flag is animated

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jun 11, 2004 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now, I trully like that barracks Smile. Excelent job!

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Fri Jun 11, 2004 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think a slight bit more detail nothing extravagant tho that might spoil its simplicity

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Fri Jun 11, 2004 6:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

It looks good, keep up the fine work Jokeman.

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Fri Jun 11, 2004 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah jokeman keep it up and also i cant get over how good that temple looks

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Nyerguds
General


Joined: 24 May 2004
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PostPosted: Fri Jun 11, 2004 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

The old missile silo thingy on the new temple looks kinda odd IMO...

niiice barracks btw Smile

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Kravvitz
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Joined: 25 Mar 2003
Location: USA

PostPosted: Sat Jun 12, 2004 12:27 am    Post subject: Reply with quote  Mark this post and the followings unread





The flag is better on the newer one, but I'm not sure about the roof's texture.

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Nyerguds
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Joined: 24 May 2004
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PostPosted: Sat Jun 12, 2004 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

The roof texture of the 2nd is OK. It looks a lot more like the original.


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PostPosted: Sat Jun 12, 2004 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmmm add more details to the new one

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Ackron
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Joined: 19 May 2004

PostPosted: Sat Jun 12, 2004 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

i like the origional more

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Mike
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Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Sat Jun 12, 2004 3:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

i like the 3rd flake on the 2nd best Smile

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Mike
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Joined: 11 Jan 2003
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PostPosted: Sat Jun 12, 2004 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

MyTrust wrote:
i like the 3rd flag on the 2nd best Smile

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Sat Jun 12, 2004 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

what? the "flakes" are the same
lol almost as funny as when i called nod nob

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Mike
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PostPosted: Sat Jun 12, 2004 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

The pole is diffrent (sorry for the double post pressed the quote button instead of the edit button)

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Ackron
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Joined: 19 May 2004

PostPosted: Sat Jun 12, 2004 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

ahh i see and also agree

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DJFreestyler
Cyborg Engineer


Joined: 15 May 2003
Location: The Void

PostPosted: Mon Jun 14, 2004 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I think the new one looks best, including the roof texture.

@ackron the mighty:
AS i told you, i created the dreadnought myself, including the animations. It's actually a unit for a mod that i'm working on.

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Ackron
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Joined: 19 May 2004

PostPosted: Mon Jun 14, 2004 10:44 am    Post subject: Reply with quote  Mark this post and the followings unread

ohhh soz wasnt listening
kinda looks like its dancing

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Reaperrr
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Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Tue Jul 27, 2004 8:22 pm    Post subject: New Screenies! Finally Reply with quote  Mark this post and the followings unread

Hey folks, finally here they are, new screenies Smile
They're showing some of the new stuff, only GDI for today however.

Please keep in mind that some buildings and especially some of the voxels are still in beta-stage.



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