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Bu7loos Voxeling Shake.
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sun Jun 11, 2017 11:16 am    Post subject: Reply with quote

@BySc and PillBox20: Thanks guys.

@ warlock: Again dunno about the structures #Tongue and thanks for the complements.
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warlock
Rocket Cyborg


Joined: 07 Jun 2006
Location: Portugal

PostPosted: Sun Jun 11, 2017 4:29 pm    Post subject: You welcome Bu7loos Reply with quote

Bu7loos wrote:
@BySc and PillBox20: Thanks guys.

@ warlock: Again dunno about the structures #Tongue and thanks for the complements.


You welcome, I'm just a big fan of your work... Just keep it up! Wink
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sat Jul 01, 2017 10:53 pm    Post subject: Reply with quote

Here the final ranking system stuff - Obviously each side will have its respective rank insignia  and as for civies or any other non playable merc faction or other wise the normal 1 stripe and 3 stripes old Ra2 insignia will take place it is though it is slightly changed.

Also, Each insignia shows the traits the units are given each one represents an aggregate of 2-3 traits for example:

Rank 1 - VeteranAbilities=STRONGER,FASTER
Rank 2 - EliteAbilities=ROF,FIREPOWER

There are also enormous cases of rank skips in which if the units is at rank 1 then he/she/it is granted 2-3 traits and if it jumps/Skips to Rank 3 these traits will multiplied at the number of jumps including the rank that it arrives at in which it will be multiplied by 2 in which a unit may have 4-5 traits for example:

Rank 1 - VeteranAbilities=STRONGER,FASTER
Rank 3 - EliteAbilities=ROF,FIREPOWER,SIGHT,SENSOR

so in essence you need to keep an eye on how many jumps you unit make will ranking in short:

Unit Veteran/Elites Abillites/Traits = ( Trait x ( Ranks Skiped + 1 ) ) "Roughly"

Again as last time the very last 3 insignia's shows that the unit either have defensive Weapons (Top Last rank) or offensive Weapons (Bottom Last rank) or more defensive and offensive traits (Staff Sarge Type insignia) .

As for from rank 1 to 4 are only trait based ( note to be confused that the final 3 insignia's are not stand alone ranks as they are rank-5 but it depends on what a units end with what).  

Moreover:

Tier 1 units will most likely NOT skip any ranks ( in which it start with no ranks and end at Rank 2) but will have other variants which are available mid or late game that will make it "Continue" ranking by building it as rank 3 making it more likely to end on Rank 5

Tier 2 units will skip 1 rank 1 time.

Tier 3 units will skip 1 rank 2 times.

To conclude, ranks is to show how strong your unit is.


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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Thu Jul 27, 2017 6:22 pm    Post subject: Reply with quote

Here are the countries in my mod. Note: that the countries below PSI division are not included since ARES can support only 16 Countries but they will be ingame using upgrade system of some sort.


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cxtian39
AA Infantry


Joined: 11 Feb 2016
Location: The United States of China

PostPosted: Sat Jul 29, 2017 7:54 am    Post subject: Reply with quote

One way to let player to understand units is via campaigns. That's what original ra2/yr did, in each campaign, new units are introduced.

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TAK02
Tiberian Fiend


Joined: 28 Jun 2015
Location: ERROR: This guy is out of this world!

PostPosted: Sat Jul 29, 2017 8:38 am    Post subject: Reply with quote

cxtian39 wrote:
One way to let player to understand units is via campaigns. That's what original ra2/yr did, in each campaign, new units are introduced.

Not really. Some, yes, but not all were introduced properly.
I think RA3 had done one thing good: unit introductions. Both in campaign (again, not all of 'em) and tutorial via 'unit profile' or whatever they were called.

I think a custom map where all units are on it should be made. Selecting them would bring up a small description via MapAction 11.
That's just my idea. It's better than introducing just some of them in the campaign.
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I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sat Jul 29, 2017 10:11 am    Post subject: Reply with quote

@tak02: map action 11 eh ? Thanks this will help. In that case each side will have its own map with its attached units of each country.
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TAK02
Tiberian Fiend


Joined: 28 Jun 2015
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PostPosted: Sat Jul 29, 2017 11:46 am    Post subject: Reply with quote

Details: Event 33 (Selected by player), Action 11 (Txt Trigger).
Does that help?
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m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Wed Aug 09, 2017 9:21 pm    Post subject: Reply with quote

Right 2 Japanese Variant Voxel's:

-'Hebi ? (Snake)' Medium Attack Helicopter - Japan :

Has TOW missiles instead Rocket Pods which makes it more oriented towards anit tank warfare.

-Japanese Mitsubishi F-2 'Karasu ? (Crow) ' Interceptor Aircraft :

Again Interceptor means its used mostly for AA in which what this aircraft essentially do, plus it is a tad slower and stronger than the F-16.


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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Thu Aug 10, 2017 12:14 am    Post subject: Reply with quote

That Jet is soo sexy Vic!

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TAK02
Tiberian Fiend


Joined: 28 Jun 2015
Location: ERROR: This guy is out of this world!

PostPosted: Thu Aug 10, 2017 6:23 am    Post subject: Reply with quote

Hmmm... try to have the rotor on the chopper turn a little faster.
It felt like it'd barely be able to fly. Then again, it could be the GIF.
Either way, it should be mentioned.

Nice to see your work! Love that jet!
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m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Thu Aug 10, 2017 6:04 pm    Post subject: Reply with quote

Thanks guys.
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daviperdragon
Soldier


Joined: 31 Dec 2009
Location: MI, USA

PostPosted: Sat Aug 12, 2017 4:04 pm    Post subject: Reply with quote

your structures surpass and sometimes over shadow everything else... nice work all the same.
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NucleiSplitter
Scorpion Sniper


Joined: 28 Oct 2016
Location: Metro Manila, Philippines

PostPosted: Sun Aug 13, 2017 12:25 am    Post subject: Reply with quote

Bu7loos, you should fix the HVA for that AH-1J, add two more frames for the Main Rotor and make sure they are animated by a 45° and 135° Angle by the Y Axis, if it would be ingame, and you set the game speed to 6, it wouldn't be like a Rotor... Do this only for 2 Bladed Choppers Wink
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Work hard, you won't regret it.

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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sun Aug 13, 2017 12:13 pm    Post subject: Reply with quote

The rotors work ok ingame.

@daviperdragon: thanks.

@NucleiSplitter: Thanks I did not think of that Smile
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sun Aug 27, 2017 12:01 am    Post subject: Reply with quote

Texture's For MiG-21's ! Very Happy

-USSR Snow Texture.
-Eygption Desert Texture.


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BySc
Stealth Laser Trooper


Joined: 07 Jul 2013
Location: Anywhere In The World

PostPosted: Sun Aug 27, 2017 8:42 am    Post subject: Reply with quote

Oh looks awesome good work.
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PillBox20
Cyborg Commando


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Aug 27, 2017 12:14 pm    Post subject: Reply with quote

Superb! Do you make the camo by hand?
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NucleiSplitter
Scorpion Sniper


Joined: 28 Oct 2016
Location: Metro Manila, Philippines

PostPosted: Sun Aug 27, 2017 12:53 pm    Post subject: Reply with quote

Nice Job! But for me, it should be less bright, because of RA2 .vpl Brightness issues #Tongue
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PillBox20 wrote:
If you push yourself little beyond what you "think" you can, you will discover something much better.
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Aug 27, 2017 2:09 pm    Post subject: Reply with quote

Have you set these to 0 in the INI?
Code:
ExtraUnitLight=0   ; Extra light to make units glow.
ExtraInfantryLight=0   ; Extra light to make infantry glow.
ExtraAircraftLight=0   ; Extra light to make aircraft glow.

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Last edited by Atomic_Noodles on Mon Aug 28, 2017 5:24 am; edited 1 time in total

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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sun Aug 27, 2017 8:05 pm    Post subject: Reply with quote

No I didnt but now I did. here, some of them actually look good.

Still I find it a bit problematic with my current plate, since its now enough colours for my tastes.


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NucleiSplitter
Scorpion Sniper


Joined: 28 Oct 2016
Location: Metro Manila, Philippines

PostPosted: Mon Aug 28, 2017 12:08 am    Post subject: Reply with quote

Atomic_Noodles wrote:
Have you disabled ExtraUnit Light in the code yet? IIRC thats what mostly makes stuff in-game extra bright.


ExtraUnitLight? What is it, I couldn't find it in ModEnc Confused
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If you push yourself little beyond what you "think" you can, you will discover something much better.
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Mon Aug 28, 2017 1:13 am    Post subject: Reply with quote

NucleiSplitter wrote:
Atomic_Noodles wrote:
Have you disabled ExtraUnit Light in the code yet? IIRC thats what mostly makes stuff in-game extra bright.


ExtraUnitLight? What is it, I couldn't find it in ModEnc Confused
It's what makes RA2 so much brighter looking than TS.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Aug 28, 2017 6:24 am    Post subject: Reply with quote

XxpeddyxX wrote:
It's what makes RA2 so much brighter looking than TS.

TS has it enabled by default too and with the exact same value.
The main brightness of RA2 voxel comes from the more detailed Normals, where TS has only 32 while RA has 256.
That's why TS voxels are more uniformly lit, since the Normals lack the detail for very fine lighting directions. Which in turn reduces the strong contrast between lit and shadowed areas.
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Creator
Light Infantry


Joined: 15 Aug 2017
Location: Somewhere in Viet Nam

PostPosted: Mon Aug 28, 2017 12:42 pm    Post subject: Reply with quote

All your voxel look awesome . Especially the details . Can you at least release the F2J

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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Mon Aug 28, 2017 6:30 pm    Post subject: Reply with quote

I would not want do release anything at this point as this is for my mod, sorry Sad
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Aug 28, 2017 7:55 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
That's why TS voxels are more uniformly lit, since the Normals lack the detail for very fine lighting directions. Which in turn reduces the strong contrast between lit and shadowed areas.


That makes no sense. RA2's normal lighting has nothing to do with it having more normals. RA2 has the same 36 normals as TS, and the other 220 normals are added in-between these 36 normals to make the normals sphere much more detailed.

The stark lighting comes from engine changes and the rubbish default VPL. Observe the difference between a modified (left) and unmodified (right) RA2 VPLs:

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Natit_Titan
Disk Thrower


Joined: 20 May 2012

PostPosted: Tue Aug 29, 2017 3:08 pm    Post subject: Reply with quote

Crimsonum wrote:
Lin Kuei Ominae wrote:
That's why TS voxels are more uniformly lit, since the Normals lack the detail for very fine lighting directions. Which in turn reduces the strong contrast between lit and shadowed areas.


That makes no sense. RA2's normal lighting has nothing to do with it having more normals. RA2 has the same 36 normals as TS, and the other 220 normals are added in-between these 36 normals to make the normals sphere much more detailed.

The stark lighting comes from engine changes and the rubbish default VPL. Observe the difference between a modified (left) and unmodified (right) RA2 VPLs:


how to change VPL
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malius123
Disk Thrower


Joined: 14 Aug 2010

PostPosted: Tue Aug 29, 2017 3:41 pm    Post subject: Reply with quote

the vpl research thread is an epic resource and information thread

https://ppmforums.com/viewtopic.php?t=30026

way beyond my knowledge base to make my own, but some enlightened souls have made test VPL's on this thread.

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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Wed Sep 27, 2017 3:15 am    Post subject: Reply with quote

Turkish Country units/Variant units.


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BySc
Stealth Laser Trooper


Joined: 07 Jul 2013
Location: Anywhere In The World

PostPosted: Wed Sep 27, 2017 5:09 pm    Post subject: Reply with quote

Wow, I loved.
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cxtian39
AA Infantry


Joined: 11 Feb 2016
Location: The United States of China

PostPosted: Thu Sep 28, 2017 3:24 am    Post subject: Reply with quote

INCLINED PLANES LOOK LIKE STAIRS
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sun Oct 01, 2017 7:34 pm    Post subject: Reply with quote

Self Explanatory.


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PillBox20
Cyborg Commando


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Oct 02, 2017 5:11 pm    Post subject: Reply with quote

Those are huge.... I mean, hugely detailed.  Very Happy
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NucleiSplitter
Scorpion Sniper


Joined: 28 Oct 2016
Location: Metro Manila, Philippines

PostPosted: Tue Oct 03, 2017 5:45 am    Post subject: Reply with quote

Your Voxels are always HUGE, but it can always be resized using HVA Editing...

The Details in-game looks good! Very Happy
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If you push yourself little beyond what you "think" you can, you will discover something much better.
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