Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Sat Apr 20, 2024 5:45 am
All times are UTC + 0
Civilian ICBM Silo
Moderators: Global Moderators, Media Hut Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [20 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Prime
Cyborg Soldier


Joined: 18 May 2004
Location: USA

PostPosted: Thu Nov 10, 2005 2:51 am    Post subject:  Civilian ICBM Silo Reply with quote  Mark this post and the followings unread

Finally, back in production.  Very Happy

Buildup:

Normal:

Open:

Silo Platform:


Credit goes to Styx from Sleipnirstuff for the awesome peacekeeper missile I edted for use in this project.

Last edited by Prime on Thu Nov 10, 2005 7:48 pm; edited 1 time in total

Back to top
View user's profile Send private message Visit poster's website Skype Account Yahoo Messenger Account AIM Address
SniperGrunt
Grenadier


Joined: 12 Sep 2005

PostPosted: Thu Nov 10, 2005 3:05 am    Post subject: Reply with quote  Mark this post and the followings unread

um if its normaly open, why does it need an opening sequence?

_________________

"The high and lofty, they see me as weak, cause I won't live and die for the power they seek"

Back to top
View user's profile Send private message
Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Thu Nov 10, 2005 4:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I still think it should be more then 1 cell big...

_________________
"It's got that Droke style to it!"

Back to top
View user's profile Send private message
Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Thu Nov 10, 2005 5:51 am    Post subject: Reply with quote  Mark this post and the followings unread

You will credit Styx for use of his missile, correct?

_________________

Back to top
View user's profile Send private message Skype Account AIM Address
Prime
Cyborg Soldier


Joined: 18 May 2004
Location: USA

PostPosted: Thu Nov 10, 2005 11:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, forgot to add that.

Back to top
View user's profile Send private message Visit poster's website Skype Account Yahoo Messenger Account AIM Address
Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Thu Nov 10, 2005 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

did you make this in 3d?

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account
Prime
Cyborg Soldier


Joined: 18 May 2004
Location: USA

PostPosted: Thu Nov 10, 2005 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, actually. I used textures from various RA2 structures on a wireframe grid. Not one bit of maniuplating, as well. All made in good ol' MS Paint!

Back to top
View user's profile Send private message Visit poster's website Skype Account Yahoo Messenger Account AIM Address
Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Thu Nov 10, 2005 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow, nice! you got some shp skills prime!

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account
DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Fri Nov 11, 2005 1:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Not bad. But you should make it take up 4 squares. The bigger the better! It's also kinda plain. But, then again it's a civillian structer.

_________________
Destroy to create. All for the hunt to dominate!

IN-GAME NAME: MAKINTOKE

Back to top
View user's profile Send private message
Prime
Cyborg Soldier


Joined: 18 May 2004
Location: USA

PostPosted: Fri Nov 11, 2005 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Are missile silos huge aboveground structures? no.  Razz

Back to top
View user's profile Send private message Visit poster's website Skype Account Yahoo Messenger Account AIM Address
Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Fri Nov 11, 2005 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Prime wrote:
Are missile silos huge aboveground structures? no.  Razz

Yep agreed.  Confused They would be more like small bunker's untill they opened.

_________________


Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account
Grievous
Disk Thrower


Joined: 13 Aug 2005
Location: Singapore

PostPosted: Fri Nov 11, 2005 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Its not suppose to be big... thats true, but still it should be the size of a helipad on my opinion... and I think the missile is too big for TS, look at the Cluster Missile.

_________________
If the world didn't suck, we'd all fall into space...

Back to top
View user's profile Send private message Send e-mail
DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Fri Nov 11, 2005 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Very nice building...,
but why civilians havin' Nuke silo?

Back to top
View user's profile Send private message
Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Fri Nov 11, 2005 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

ahaha thats what I thought  #Fade in

_________________
Criticizing n00bs is like booing at the special olympics.

Back to top
View user's profile Send private message
Prime
Cyborg Soldier


Joined: 18 May 2004
Location: USA

PostPosted: Fri Nov 11, 2005 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Grievous wrote:
Its not suppose to be big... thats true, but still it should be the size of a helipad on my opinion... and I think the missile is too big for TS, look at the Cluster Missile.


It's for RA2.

Back to top
View user's profile Send private message Visit poster's website Skype Account Yahoo Messenger Account AIM Address
Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Fri Nov 11, 2005 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

1-It has no remap.
2-Why the hell would you build a 1x1 superweapon?
3-It would atleast have some cement around it.
4-It seems to the same as when you posted it at SS.

_________________
"It's got that Droke style to it!"

Back to top
View user's profile Send private message
Prime
Cyborg Soldier


Joined: 18 May 2004
Location: USA

PostPosted: Sat Nov 12, 2005 3:16 am    Post subject: Reply with quote  Mark this post and the followings unread

There is no good place to put remap, and it is not 1x1, it is 2x2.
Nice idea about the concrete around it, I will see how that looks.  Smile

Back to top
View user's profile Send private message Visit poster's website Skype Account Yahoo Messenger Account AIM Address
Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Sat Nov 12, 2005 6:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Umm, its only slightly bigger then a 1x1 object.... And it doesnt matter if there is no good place for remap, MAKE one...

_________________
"It's got that Droke style to it!"

Back to top
View user's profile Send private message
Prime
Cyborg Soldier


Joined: 18 May 2004
Location: USA

PostPosted: Sat Nov 12, 2005 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is it REALLY that important?  Confused

Back to top
View user's profile Send private message Visit poster's website Skype Account Yahoo Messenger Account AIM Address
gamemate
Cyborg Engineer


Joined: 23 Apr 2004

PostPosted: Sat Nov 12, 2005 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Imo it is important to have remapable areas. Why simply because it is the only way to see what side it belongs to (I could give you several other reasons but this is surely good enough reason).

Shades are missing and I get a feeling that the building is mirrored texture wise, shade it properly and you will get rid of that feeling. The first animation is the buildup right? If it is could you lower the framerate so people can see if the animation is good (atm I just seeing some flickering frames)?

Disregarding those things I like it, very well done. Imo it does not need to be any larger but adding the details that Zombydragon mentioned will surely make it even better. Remap area, well you could just add it on top of the concrete if you decide to do that part.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [20 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1647s ][ Queries: 11 (0.0082s) ][ Debug on ]