Posted: Mon Mar 25, 2019 4:28 am Post subject:
Soviet Buildings [CnP] [RA2]
Fixed shadow effect.
Fixed some light effect.
Optimized some details.
Remake most of the buildup animation, and now the animation becomes smoother.
A new shipyard.
(I forgot to take screenshot of some buildings.)
_________________ I'm using Google Translate.
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bbs.ra2diy.com Last edited by xuetianyi on Mon Mar 25, 2019 8:21 am; edited 1 time in total QUICK_EDIT
Nice recycle of the old TS EMPulseSparkles anim. I would suggest removing the single glowing pixel way outside the center though. It basically flies in midair here. _________________ SHP Artist of Twisted Insurrection: Nod buildings
These remind me of the art design for Allies Revenge 2.
(old mod from years ago)
Mind if I edit your tech center buildup for PreRA2?
Of course.you may use it or change it in any way that you see fit. _________________ I'm using Google Translate.
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bbs.ra2diy.com QUICK_EDIT
Your "snow" looks like eroded concrete from acid rain or something. The entire foundation is also way too dark and posterized compared to most of the Sov buildings, so how did you manage that if it's c&p ? _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Technically I'm not the one who made the Snow Frames in the first place. So I'm just adding Snow Frame Buildup based on the original source itself. Still thanks for your review as always, G-E _________________
Quote:
Humans were born for two things: to pray and be productive.
I am not pro at English, but I think that you should write like this: ,,Hello people! Do you know where I can find cameos? They are not in the pack." because the way how you wrote it, especially as a guest simply will decrease your chances of getting what you want.... _________________
Can I have the cameo please. I think I found them once but only the Allied cameo and never see the Soviet before. Any help I would be appreciated. QUICK_EDIT
Posted: Fri Dec 24, 2021 7:44 pm Post subject:
Re: Soviet Buildings [CnP] [RA2]
xuetianyi wrote:
Fixed shadow effect.
Fixed some light effect.
Optimized some details.
Remake most of the buildup animation, and now the animation becomes smoother.
These are amazing! Very motivational artwork bro! _________________ Recently removed my stuff from PPM
You can find all of my old work, and all of my new work at my website. QUICK_EDIT
Does anybody have rules.ini code for Conyard and WeapFactory? Can't figure out how those turrets are implemented and work, while really interesting decision.
Even link to example code, that explains such realization, would be helpful. QUICK_EDIT
Posted: Thu Oct 20, 2022 6:30 pm Post subject:
Turret Information
First post on the website here. I believe that I have the turrets set up correctly. Here is what I did. Also thank you for a beautiful mod.
Rules.ini
Add the following to the construction yard and war factory:
[CACNST]
Primary=Vulcan
Turret=yes
TurretAnim=LASER
TurretAnimIsVoxel=true
TurretAnimX=71
TurretAnimY=-11
TurretAnimZAdjust=-160
The only real tricky bits is the turret code that was already posted. Everything else can be more or less copied from an existing entry barring a couple of exceptions. QUICK_EDIT
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