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the SomeNewVoxel - Mod
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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Fri Aug 04, 2006 10:43 pm    Post subject:  the SomeNewVoxel - Mod
Subject description: didnt know whre i should post it :P
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Since I scrapped my TD => YR Mod some month ago, i dicided to use atleast the voxel (everything else was crap Sad ).

So I resized them and added them into RoTD (afaik the best TD remake ever made Smile

What do ya think about it?
( I still need to fix the stealth tank and make the arty a bit smaller Confused )

I know the are quite dark, but i dont think i will recolor them all (but i might atleast change the remaps)

I also may release them as a small Addon for RoTD when i managed to find the gdi ones again (dunno where i saved them the last time >_< )



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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Aug 05, 2006 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

doesnt look as good as exspected... Guess i have to recolor them all :/



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ChielScape
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Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Sat Aug 05, 2006 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

why the remapsquare on the APC, thats about the only thing keeping it from being perfect*. much better than the current RotD voxels too (they're much too big, undetailed and have horrible remap)

*and this is the other thing: the mammoths barrels could be some longer, like... twice as long. the med's barrel is long enough, but a bit... thin. from some angles anyway.
hint: the longer mammoth barrels will look better if you move the turret a bit to the back

EDIT: another thing thats missing: a download link

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Aug 05, 2006 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think this is a WIP... Btw, nice tanks. Almost gave me real feel from TD...

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Aug 05, 2006 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

chielscape wrote:
why the remapsquare on the APC, thats about the only thing keeping it from being perfect*.


I know, but i needed some remaps infront of it and couldnt find a better place. I tried a remapable Nod logo instead the wohle area, but it looked horrible with a different playercolor Crying or Very sad

chielscape wrote:
the longer mammoth barrels will look better if you move the turret a bit to the back


The turrt allready has a small TurretOffset Wink
But i may remove the barrels and add them to the turret voxel, it should solve some problems i found... Wink

chielscape wrote:
another thing thats missing: a download link


I will add one when i finished them. Just dindt like to release WiP things ^^



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slightly lighter remaps than befor
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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Sat Aug 05, 2006 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

could you post a VViewer/HVABuilder pic of the APC? I might be able to help you on the remap location.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Aug 05, 2006 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

here Smile

EDIT: hmm, i could make the area around the light remapble... dunno if it would be big enough to see it ingame Confused

EDIT2: Deleted attachment. Look below for a new picture

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Last edited by Stygs on Sun Aug 06, 2006 12:42 pm; edited 1 time in total

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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Sun Aug 06, 2006 8:15 am    Post subject: Reply with quote  Mark this post and the followings unread

how about the 2 caps over the front lights? large enough.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Aug 06, 2006 8:36 am    Post subject: Reply with quote  Mark this post and the followings unread

no, plz, don't resize the Artillery, it's excelent the way it is now! the original was far too small! But if you ensist, you could make the barrel smaller.

Oh, and don't make the rest of the Nod voxels lighter colour, they're better now as little darker.

I agree with Chielscape, though, make the Mammoth barrels a bit longer, and remove the remap box in front of the APC. Instead, add remap to the archs over the front lamps.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sun Aug 06, 2006 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dont worry, i dont want change resize the arty or change the coloring anymore Smile

Only things still to do for Nod are:
-maybe add some more colors to bike and buggy (atm, they are using only 4 or 5 colors)
-remake stealth tank (just plain ugly)

EDIT: Some ingame screens




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napc_006.gif
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new APC (different remaps and not as high as the old one)
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napc_006.gif



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Last edited by Stygs on Sun Aug 06, 2006 1:39 pm; edited 2 times in total

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

PostPosted: Sun Aug 06, 2006 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

that looks better Smile

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ChielScape
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Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Sun Aug 06, 2006 8:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

much better, congratz!

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Clarkson
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Joined: 25 Aug 2004
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PostPosted: Sun Aug 06, 2006 9:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any AirCraft incoming? But dude these are ztyping awesome so far...release them. #Tongue

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Mon Aug 07, 2006 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, i am not planning to do any aircrafts Smile

Things I may do before a release:
-remake stank
-remake M1A1 Turret (way to big for such a unit)
-recolor Buggy and Bike (not sure)
-resize RotD harvester [done]
-recolor MCV (or replace it with my own)
-change Humvee (its a bit to high) [done]

Things i need to do before i can release it:
-remake Mammoth barrels [done]
-fix some GDI color mistakes[done]
-finish GDI APC [done]
-make a new nuclear missle (dont like the old one) [done]

shouldnt take to long to make, exspect a release next weekend Smile

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Last edited by Stygs on Thu Aug 10, 2006 8:57 am; edited 4 times in total

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ChielScape
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Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Mon Aug 07, 2006 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

no, the M1 turret is perfect. its always been that large. dont change it, or supply both.

MCV? Harvester? you have yet to show them.

and plzzzzzzz make aircraft.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Mon Aug 07, 2006 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I ment the turret voxel itself, not the ingame size.
Its way to big (for TS) and has some errors, thats why i want to make a smaller (and hopefully better) one Wink

At the moment, i am using the RotD MCV and harvester... i never made a good hervester (my own attempts looks way to blocky), so i may use the RoTD harvy and simply resize it Smile
Same for my MCVs: I made them for YR (where every side has an own MCV), so the both look slithly different from the TD MCV.
So the easiest for me would be recoloring the RoTD voxel.

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Jokeman
Soldier


Joined: 28 Apr 2004
Location: Vienna (Austria)

PostPosted: Tue Aug 08, 2006 6:58 am    Post subject: Reply with quote  Mark this post and the followings unread

hi!
some very nice voxels...
but as you said... the nod ones are much to dark... i wouldn't get the feeling of playing TD with these colors

to my mind, the harvester has exactly the right size
if you want to change the size of the harvester, you probably also have to change the animation of the refinery

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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Tue Aug 08, 2006 7:11 am    Post subject: Reply with quote  Mark this post and the followings unread

its not like you'll see the difference when playing on speed 6. though the harverster has always been a large vehicle, the RotD one was a little too big. don't change it too much though.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Tue Aug 08, 2006 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I resized the harv to about 90% of its current size. Looks good and still fits with the ref unloading animation Smile

@ Jokeman
Thats mainly because i am NOT using the ingame images as a base for my coloring.
The Nod colorschem for example is based on a picture from a cinematic: Wink

http://img121.imageshack.us/my.php?image=lighttanksha7.png

And trust me, it looks better ingame than on those old pictures Smile

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Jokeman
Soldier


Joined: 28 Apr 2004
Location: Vienna (Austria)

PostPosted: Wed Aug 09, 2006 10:31 am    Post subject: Reply with quote  Mark this post and the followings unread

well... ok...
so we have different aims... Reaperrr and i always wanted to give the player the feeling of playing TD
for this reason, many buildings are based on the ingame ones and not on buildings seen in the movies

but i`m looking forward to try your voxels

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Thu Aug 10, 2006 2:57 pm    Post subject:   Reply with quote  Mark this post and the followings unread

btw, does anyone know what "PBarrelLength" in art.ini/arr.ini does?

Here some ingmae screens (notice the resized harvester)
I still want to do some small changes, but most units are finished Smile




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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Thu Aug 10, 2006 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

never used Pbarrellength, but i think its needed to make the barrel not go all weird when pointing up. i dont know how to use it though (how many voxels is 1 of the used length units?)

screens look great. RotD team should really do something about the cabal obelisk though. lazy bastards #Tongue

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Thu Aug 10, 2006 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

chielscape wrote:
RotD team should really do something about the cabal obelisk though. lazy bastards #Tongue


Maybe...



Time will tell. Soner or later. Time will tell....

(picture was taken from a YR Alpha of my old mod)

Wink

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Nyerguds
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Joined: 24 May 2004
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PostPosted: Fri Aug 11, 2006 6:34 am    Post subject: Reply with quote  Mark this post and the followings unread

the red circles are missing :p

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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Fri Aug 11, 2006 7:03 am    Post subject: Reply with quote  Mark this post and the followings unread

the renegade one was even better, now i think about it. yet still it resembled the TD one.

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Nyerguds
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Joined: 24 May 2004
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PostPosted: Sat Aug 12, 2006 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Chriz wrote:
-resize RotD harvester [done]

Uhh doesn't that give problems with the unload animation?!?

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Aug 12, 2006 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

It does - but its very small and you wont notice it when playing on a high gamespeed Smile

so, voxels are ready, just need to put them in a mix, controll all ini files and write a small readme Very Happy



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Nyerguds
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PostPosted: Sat Aug 12, 2006 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

well it's not too bad... Smile

chielscape wrote:
the renegade one was even better, now i think about it. yet still it resembled the TD one.

naaah the red lines at the sides looked awful.

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chemical ali
Medic


Joined: 08 Mar 2005
Location: UK

PostPosted: Sat Aug 12, 2006 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whens this going to be released it looks really good!

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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Sat Aug 12, 2006 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nyerguds wrote:
well it's not too bad... Smile

chielscape wrote:
the renegade one was even better, now i think about it. yet still it resembled the TD one.

naaah the red lines at the sides looked awful.


but thats the part i like about it...

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Aug 12, 2006 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

So, first version is ready for a public release Smile

You need RotD 2.5 installed (it may also work with previous versions but i didnt test it)

Just put the rotdxp49.mix in your TS folder and start RotD (like you always do Smile )


Changes:

-changed images for nearly all buildable ground units (see below)
-resized RotD-harvester voxel
-remade nuke missile voxel (based on cinematics)
-set VeteranRatio to 3 instead of 5
-added turret for stealth tank (voxel looked crappy wothout turret, it will be changed back when i make a new one)
-changed axplosions for all buildable units and buildings (so there are more different anims ingame and small units wont use huge explosions)



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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Sun Aug 13, 2006 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

small units gotta have huge explosions, and buildings should have massive ones.

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Nyerguds
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Joined: 24 May 2004
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PostPosted: Sun Aug 13, 2006 8:05 am    Post subject: Reply with quote  Mark this post and the followings unread

...Stealth Tank with turret? Doesn't that require a changee in coding? :S

Anyway.. I think you should leave the coloured stuff off the stealth, or make the lines a lot thinner. It looks ugly like this.

[edit]

OK, I tested it, and, um... the fire offset of the Flame Tank is totally wrong now. The animation starts too high compared to the vxl.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Wed Aug 16, 2006 10:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, the flame tank offset was more or less an accident Sad
I copyied most arr/art ini stuff from my YR mod, which has a totaly different firing anim for flames, so it looks a bit strange :S

Any other suggestions what i should change in the next relese (exept changing flame tank firering offset and remaking stank (new voxel without turret))?

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chemical ali
Medic


Joined: 08 Mar 2005
Location: UK

PostPosted: Sat Aug 19, 2006 10:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

The humvee looks a bit odd, I liked the old version better also the Nod Light Tank is a bit odd not very detailed and the turret is to small to the body. Other than that I'm loving the new voxels you should take over this mod I think. Smile

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Nyerguds
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Joined: 24 May 2004
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PostPosted: Sun Aug 20, 2006 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I wish Reaperr passed by some more... he could put it in ROTD -_-

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Clarkson
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Joined: 25 Aug 2004
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PostPosted: Thu Aug 24, 2006 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wish he'd just update ROTD...the flame/chem dont even make noise when fired, and chem warrior is buildable at barracks level...

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Von Kriplespac
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Joined: 01 Sep 2004
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PostPosted: Thu Aug 24, 2006 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

And I wished this game was stand alone now...Don't even have my damn CD Key for my game. -_-

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Nyerguds
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PostPosted: Sat Aug 26, 2006 1:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol. I got three... one from the orig my bro bought, on from the 5-game pack I bought to get Firestorm, and one from TFD.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Wed Aug 30, 2006 9:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

bad news, looks like i have to remake the stealth tank again - i lost my WiP model in a harddisk crash Sad

btw, has anyone a diffent picture fromt the back of the stealth tank? i never found images of it (exept the fmv from the nod campain)

@ Carnotaurus
I could fix the missing prerequisite for chem tropper when i finished the stank - but i am not sure about the sound problem and the random game crashs :/

EDIT: sound will be fixed in the next update, i found the bug. Chem trooper will require temple of nod again Smile

Things I still need to do:
-remake stank
-recolour some wheels/tracks
-remake M1A1 Turret (voxel is way to big for such a unit)
-recolor buggy and bike (not sure)
-update harvester and mcv

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reborn23
Soldier


Joined: 27 Aug 2006
Location: Temple of Nod

PostPosted: Tue Sep 05, 2006 10:31 pm    Post subject: You need to Update that obelisk Reply with quote  Mark this post and the followings unread

It still looks Ugly

and UPDATE THAT TEMPLE!

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Fellshyun
Stealth Laser Trooper


Joined: 04 Apr 2005
Location: Harderwijk, NL

PostPosted: Tue Sep 05, 2006 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Look who is talking. >_>
It looks way better then your crappy MSpaint obelisks.

You can't criticize other peoples work if you compare it with the things you made.

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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Wed Sep 06, 2006 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

i have yet to see you make anything

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Sep 06, 2006 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fellshyun wrote:
Look who is talking. >_>
It looks way better then your crappy MSpaint obelisks.

You can't criticize other peoples work if you compare it with the things you made.


but he can give constructive comments, like you can. Though, yelling a sentence like that isn't realy, constructive...

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Fellshyun
Stealth Laser Trooper


Joined: 04 Apr 2005
Location: Harderwijk, NL

PostPosted: Thu Sep 07, 2006 12:38 am    Post subject: Reply with quote  Mark this post and the followings unread

ChielScape wrote:
i have yet to see you make anything

If you would have looked for it then you should have found out that.
1. I have some vxls scattered around in here.
2. I have a mod hosted here so that says enough.
En ik heb jou ook nog niet veel zien maken dus mond dicht >_>

And now B2T

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Thu Sep 21, 2006 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just a short questíon: i am thinking about replacing the current obelisk grafik with a new one which schould fit better into the game...



Any idears for improvements? (i know i suck at modeling :/ )
Its mainly based on the model seen in the cinematics, i just added those red circles for the load and fire animations.
The red pipes will be remapable

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Oshog
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Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Thu Sep 21, 2006 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

The red dots look a bit cartoony. Sharpen them up a bit. Other than that it's yummy Smile

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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Thu Sep 21, 2006 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

just use the renegade one... >_>

wacht maar af...

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Clarkson
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PostPosted: Thu Sep 21, 2006 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just resize the TD one. #Tongue

MOAR NOSTALGA PLZ!1

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PostPosted: Thu Sep 21, 2006 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

the arty and medium tank look the best infs need to be a little bigger

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