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[TS] Tiberium Extractor
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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Sun Aug 02, 2020 4:20 am    Post subject:  [TS] Tiberium Extractor
Subject description: An equivalent of the oil derrick for TS
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A good bit of excersice in blender, probably took me a week and half to complete, so many details, so much render time, anyway, its my take on a Tiberium Extractor for Tiberian Sun, the entire structure is exposed to the eye mostly for rule of cool, it was created using Donuts wonderful template.

The size might be just a tiny bit bigger than the rest of the TS buildings but I assume that can be handled by resizing to the game you are using.

The art entries are inside the txt file, its not much but its honest work.

Might add snow frames later, along with a blue tiberium variant.



Extractor.gif
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Extractor.gif



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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Aug 02, 2020 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Really nice job on this one, if I had any criticism to it, it would be the damaged version makes the dirt animation look late as in the drill already was drilling before it started (or maybe the ground is showing when it shouldn't be). Still really an outstanding job, I love it.

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Holland
Grenadier


Joined: 31 May 2017

PostPosted: Sun Aug 02, 2020 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, its fantastic!
Wld be so cool if its mobile and can be only deployed on crystal or tib
Now with rampa's patch we can add
ProduceCashAmount=x (where x is a number between 0 and 255, credits given on each 'tick' of the logic) to a building

So cool

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Aug 02, 2020 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice one. Request an Ra2 Ver.

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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Mon Aug 03, 2020 12:28 am    Post subject: Reply with quote  Mark this post and the followings unread

4SG, hmm, its more likely that the plane wasnt cut (I did it once but had to fall back to an earlier file like 6 times), both particle systems are similar to eachother.

cxtian Hm, sure, I might have to come up with something to replace the Tiberium, since you cant exactly move ore around some pipes, guess i will just have to remove that part and hide the ore on the top where the warning stripes are, Im going to do it in a couple of weeks as I dont want to touch this scene for a while, the renders took forever.

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Mon Aug 03, 2020 6:09 am    Post subject: Reply with quote  Mark this post and the followings unread

this is perfect for red zone maps!
also hoping for a ra2 version soon~

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Aug 03, 2020 7:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Edited it a bit. And its perfect already for me as a Tech Drill Platform that generates ore around it. It's 3x3 on RA2 Size which is exactly the right size for it IMO.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Aug 03, 2020 10:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Actually I want tiberium in RA2 #Tongue
Ore spread on the floor doesn't make sense to me. It's just WW's lazyness to reuse the logic rather than coming up with some new resource system.

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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Mon Aug 03, 2020 11:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Uhmmm, if you want Tiberium in RA2 and its already 3x3 in RA2 size, what change do you want?

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Wed Aug 12, 2020 2:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Good to see it going public! Nice work on this!

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Aug 12, 2020 5:23 am    Post subject: Reply with quote  Mark this post and the followings unread

I though TS and RA2 have different cell sizes. I guess I can do some edition myself.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Aug 12, 2020 7:31 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
I though TS and RA2 have different cell sizes.

They do. 3x3 TS buildings like the ConYard become ~2.5x2.5 buildings. Usually.
Unless ORA changed TS' tile size to match the RA2 one...

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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Wed Sep 16, 2020 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I totally forgot, i updated this a while ago, made the dimensions fit the TS cells and add a snow version.

Havent had time to do the oil derrick version so sorry about that, im going to update this post if i have the time.



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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Thu Sep 17, 2020 7:04 am    Post subject: Reply with quote  Mark this post and the followings unread

beep boop beep, downloading files...

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Sep 19, 2020 2:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Cyborg...Downloading...

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