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the SomeNewVoxel - Mod
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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Fri Sep 22, 2006 1:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Carnotaurus wrote:
Just resize the TD one. #Tongue

MOAR NOSTALGA PLZ!1


you cam't do that because the facing is worng

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Fri Sep 22, 2006 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dubzac58 wrote:
Carnotaurus wrote:
Just resize the TD one. #Tongue

MOAR NOSTALGA PLZ!1


you cam't do that because the facing is worng


What? it faces the same direction as the CABAL obelisk dude.

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Jokeman
Soldier


Joined: 28 Apr 2004
Location: Vienna (Austria)

PostPosted: Mon Sep 25, 2006 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Carnotaurus wrote:
Dubzac58 wrote:
Carnotaurus wrote:
Just resize the TD one. #Tongue

MOAR NOSTALGA PLZ!1


you cam't do that because the facing is worng


What? it faces the same direction as the CABAL obelisk dude.


the direction isn't the point...
the point is, that you get scrap when you resize a low-res image

I may be wrong, but i think, the cabal one looks the same like the TD one... only more detailed... maybe, you could recolor the circles to red



scrn0007_143_cr.jpg
 Description:
ROTD obelisk
 Filesize:  5.13 KB
 Viewed:  31544 Time(s)

scrn0007_143_cr.jpg



premier_cc_cr.jpg
 Description:
TD obelisk
 Filesize:  1.4 KB
 Viewed:  31544 Time(s)

premier_cc_cr.jpg



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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Mon Sep 25, 2006 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

@ Carnotaurus
nah, as i said before, i am NOT trying to recreate TD as close as possibble - Reaperr and Jokeman already did a amazing job at this, so i wont spend time trying to improve a allready nearly perfekt thing Wink

My aim is to make ROTD look a bit more like in the TD cinematics (without changing the balance), thats why i use them as a base for my designs.

@ Jokeman
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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Wed Sep 27, 2006 11:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

so... after a lot of time i nearly finished the new stealth tank voxel... doesent look to much different from the old, but its much more accurate to the VQA.

Note: colos are not final (needs some more dirt and maybe some more details), the red cables are remapable.



nstnk_000.gif
 Description:
new stealth tank
 Filesize:  42.28 KB
 Viewed:  31497 Time(s)

nstnk_000.gif



_nstnk_001.gif
 Description:
old stealth tank
 Filesize:  46.56 KB
 Viewed:  31497 Time(s)

_nstnk_001.gif



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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Thu Sep 28, 2006 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

.

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Last edited by XxpeddyxX on Fri Apr 23, 2021 5:19 am; edited 1 time in total

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ChielScape
General


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

PostPosted: Thu Sep 28, 2006 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

try to read.

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Nyerguds
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Joined: 24 May 2004
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PostPosted: Sat Sep 30, 2006 4:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Jokeman wrote:
I may be wrong, but i think, the cabal one looks the same like the TD one... only more detailed... maybe, you could recolor the circles to red

um, in TD the circles are remap.

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

PostPosted: Sat Sep 30, 2006 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

dude, TD is fullbodyremap

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Mon Oct 02, 2006 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
Looks good but the grey texture... a bit plain no?


dosent matter anymore, i lost it together some most of my moddings files in a harddisc crash yesterday...

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Last edited by Stygs on Fri Oct 13, 2006 8:39 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: Mon Oct 02, 2006 4:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

ChielScape wrote:
dude, TD is fullbodyremap

We were discussing the OBELISK. Which only has the circles as remap. The rest is just grey.

And I don't think you can tell me much I don't know about TD Rolling Eyes

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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Mon Oct 02, 2006 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

i know, thats why i was a little surprised.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Fri Oct 13, 2006 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nyerguds wrote:

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.


i am planing to release a small bugfix tomorrow which should have the old firing offset and sounds for flame tank/trooper and chem warrior (which now requieres temple again).
Did you find any other (small) bugs i could fix?

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sat Oct 14, 2006 1:41 am    Post subject: Reply with quote  Mark this post and the followings unread

I thought you scrapped it. But hey, I am not going to bitch! Smile I honestly think you should add some RA1 machine gun sounds/screams/explosions, along with TD ones. And the old Apache Landing-takeoff noises.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Oct 14, 2006 10:28 am    Post subject: Reply with quote  Mark this post and the followings unread

i cancelt it because i lost most of the new version, but since i had a backup of my ini files, i will release those without the new voxel...

btw, do you mind if i use the recoloured TS-visceroid you made some time ago?



rotdxp50.rar
 Description:
-fixed flame tank firing offset (now uses RotD values again)
-chem Warrior needs temple again
-flame trooper/flame tank/chem warrior now have firing sounds

Download
 Filename:  rotdxp50.rar
 Filesize:  75.31 KB
 Downloaded:  861 Time(s)


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

PostPosted: Sat Oct 21, 2006 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

..this totally crashes my ROTD :-\

[edit]

Oh wait... this is just a patch. I thought it was an updated version -_-

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Last edited by Nyerguds on Sun Oct 22, 2006 7:52 am; edited 1 time in total

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Clarkson
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Joined: 25 Aug 2004
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PostPosted: Sat Oct 21, 2006 8:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

The green and blue ones? go ahead. Smile

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Tue Oct 24, 2006 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Carnotaurus wrote:
I thought you scrapped it. But hey, I am not going to bitch! Smile I honestly think you should add some RA1 machine gun sounds/screams/explosions, along with TD ones. And the old Apache Landing-takeoff noises.

I actually did that some time ago, but it turned out that the sounds are quite long, and the result is that sometimes the take-off sound is still running while the apache is already landing...
Didn't I include shortened versions of these sounds anyway?

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Clarkson
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Joined: 25 Aug 2004
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PostPosted: Tue Oct 24, 2006 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Erm..No... I think you should, and add in the unused tossing sounds from TD and RA, hell, maybe even some RA screams. Its just such little variety with three screams!! Sad

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Tue Oct 24, 2006 1:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Carnotaurus wrote:
Erm..No... I think you should, and add in the unused tossing sounds from TD and RA, hell, maybe even some RA screams. Its just such little variety with three screams!! Sad

I only have the german version of RA1, and they censored the death screams, maybe you could upload the original ones?

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Tue Oct 24, 2006 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll get the original TD and RA ones for you later. k? And you didnt use the prerelease Turret sound which i'll also harvest. Its much..nicer.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sun Nov 12, 2006 8:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

so, heres something new:

The new Nod recon bike



The remap driver may look strange, but i wanted a visible difference between bike and driver (and its the best spot for remaps #Tongue )

the image is based on some WW render pictures and Nyerguds CnC-Akira comparision (even through there are some small mistakes in his text ^^ )

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

PostPosted: Sun Nov 26, 2006 4:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know, but it's old, and I couldn't bother updating it. If you got any specific mistakes to oint out, go ahead Smile

The bike looks really nice IMO, though the kinda-blocky remap dude in it looks like he jumped out of Red vs Blue #Tongue

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Thu Nov 30, 2006 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like this forum here is really dead #Tongue

Here a picture of my new buggy voxel. I made it for RotD 2.6, but I may release a new version of my own mod with it (doesn't look like reaper will finish 2.6 this year :/ )



buggy.jpg
 Description:
Nod strike force
 Filesize:  19.51 KB
 Viewed:  30816 Time(s)

buggy.jpg



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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Thu Nov 30, 2006 11:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is one awesome bike!
Truely awesome, nice one Chriz!

Buggy looks great too! (Be nice to see them at different angles ingame though Wink)

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Thu Nov 30, 2006 11:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd hit that buggy like the fist of an angry god. it really rocks.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Fri Dec 01, 2006 1:52 am    Post subject: Reply with quote  Mark this post and the followings unread



Same.

The bike looks a bit.. long, imo..

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Fri Dec 01, 2006 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Chriz wrote:
Looks like this forum here is really dead #Tongue

Here a picture of my new buggy voxel. I made it for RotD 2.6, but I may release a new version of my own mod with it (doesn't look like reaper will finish 2.6 this year :/ )

I will Wink

I couldn't work on RotD for the past 2 weeks due to hardware problems, and now I finally found what exactly was causing the problem: my hard-drive. Unfortunately, I found out through it suddenly killing itself, it doesn't even get listed in the bios anymore...

BUT fortunately this doesn't hurt RotD 2.6 developement except for another week of delay, because when the first symptoms appeared a month ago, I was keen enough to suspect that it COULD be the hard-drive. I later thought it was the CPU, but to be on the save side, I moved everything important, including everything RotD-related, to my Raptor HD, so once my new HD has arrived (and Windows n everything re-installed... *sigh* Rolling Eyes ), I'll finally be able to work on RotD again.

the basic 2.6 is almost ready to roll, features that can't be finished in time will be delayed to 2.7.

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Clarkson
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PostPosted: Sat Dec 02, 2006 2:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Reap, will my ORCA be put in 2.6? Also, can we pleeeaaaseee see more voxel debris? like turrets and stuff(not just barrels) if that isnt tooooo much to ask? Very Happy

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Dec 02, 2006 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

i made some new debris for buggy and stealth tank, so hopefully there will be a bit new debris 2.6 Wink
Not much, but i think it looks good Smile

btw, here are 3 pictures, showing bike, buggy and stealt tank



nbike.png
 Description:
bike
 Filesize:  24.7 KB
 Viewed:  30726 Time(s)

nbike.png



nbuggy.png
 Description:
buggy
 Filesize:  26.72 KB
 Viewed:  30726 Time(s)

nbuggy.png



nstnk.png
 Description:
stealth tank
 Filesize:  31.99 KB
 Viewed:  30726 Time(s)

nstnk.png



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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sat Dec 02, 2006 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Amazing, the guy in the bike looks JUST like a CC95 inf. Lovely work. Smile

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Nyerguds
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Joined: 24 May 2004
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PostPosted: Sun Dec 03, 2006 11:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Very nice stuff... though IMO the yellow on the Stealth Tank is far too bright.

Also, what exactly is remap on the Stealth Tank? Just the front window isn't enough IMO, since you barely see it when it's facing north.

Another note... I'd make the buggy about 150% of the width you got now. Comparing its current width and height, it seems like a small gust of wind could topple it #Tongue

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Last edited by Nyerguds on Sun Dec 03, 2006 11:48 am; edited 1 time in total

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sun Dec 03, 2006 11:46 am    Post subject: Reply with quote  Mark this post and the followings unread

the red cables are remaps, not the windows Wink
But the darker yellow is a nice idea, i will try it if i find some time Smile

I know the buggy is quite small, but its moddeled after the US Army Scorpion Buggy, so thats what it is supposded to be (and changing its size would make driver and gunner look compressed)

btw, I gave bike and buggy a visible driver/gunner and now I am wondering: should other units also have a visible crew (APC gunner, crew for the Nod artillery and so on)?

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Nyerguds
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Joined: 24 May 2004
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PostPosted: Sun Dec 03, 2006 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well this shows the original X*Y dimensions as seen in the original C&C (resized from 320x200 to 640x480 to get the correct aspect ratio, since 320x200 was full screen in DOS)

http://cnc2sw.planetcnc.gamespy.com/stuff/buggy_lg.gif

I think it'd look more natural if you made it wider...

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Fri Dec 08, 2006 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

So, heres something new... more or less Razz

Nod M110 mobile artillery
(looks a lot like the previous voxel, but i remade nearly the whole thing #Tongue )

but i am not sure if i should keep the size or make it a bit smaller (ti is quiete big compared to the light tank) Embarassed



narty.png
 Description:
artillery
 Filesize:  34.27 KB
 Viewed:  30602 Time(s)

narty.png



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