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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Fri Sep 06, 2013 3:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Gangster wrote:
Quote:
Btw, if you are going to imitate WW's build-ups, all but the last frames should have gray instead of remap.


Actually, Nod buildings have full-colored and remaped buildups, unlike GDI ones. And I have chosen to keep everything colored.

Quote:
Radar always seemed a little too low in the tech tree to tack on the superweapons


Right. Also, once destructed you losse SW, Radar, Tech tree. IMO this is too much.

Quote:
And Nod and GDI should respectively have different ConYards, Silos and Refineries. GDI's Refinery could resemble TO's, while Nod's Conyard would resemble C&C3's Nod Conyard. GDI's Conyard could use less team color and more of that gold texture.


I won't promisse any new non canon stuff just yet. I might just retexture same structures for both sides, add few minor difference to details, and that's it. However, we do have some difference, already, large GDI landing pad and Nod repair pad.

As for Firestorm stuff.. Rolling Eyes I hope Ares team would do something with it, eventualy, but to day there is no point in all this grafics. I better concentrate on enviroment and terrain.



Thank you every one! Smile

however this is topic about WIPs, so... a WIP  #Tongue

Ares has managed to make the Firestorm logic work, but I was really referring to Firestorm, as in, the expansion pack (that's what it's called in English, Tiberian Sun: Firestorm). Stuff from the expansion pack HAS to be included. That means Juggernauts, limpet mines, etc.

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Speeder
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Joined: 03 Sep 2004
Location: Czechia

PostPosted: Fri Sep 06, 2013 7:28 am    Post subject: Reply with quote  Mark this post and the followings unread

I like the size of the Nod radar, always thought the original was a bit small.

The refinery was always a piece of Nod architecture imo, it just doesn't go that well with TS GDI buildings. To me, this 'sharing' of buildings was just laziness or limitation of the engine.. meaning laziness and should not be kept for TS Rewire which has more possibilities thanks to YR engine (and Ares ofc).

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Sep 06, 2013 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread

On top of my head of things that wouldn't work with current Ares; limpet, reaper split missile, weed, hunter seeker. With current limitations workarounds are what we have. And I have to say that I agree with HM and Speed. You could do better than WW did and we think you should Gangster. But as always, it's your mod. You decide.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Sep 06, 2013 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Gangster wrote:
I hope Ares team would do something with it, eventualy, but to day there is no point in all this grafics.


What's the issues with Firestorm? Confused

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Speeder
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Joined: 03 Sep 2004
Location: Czechia

PostPosted: Fri Sep 06, 2013 10:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Hm, is the issue something like 'all players have control over all firestorm walls'? From what I remember when we had an Art of Defense map in MO with two players having two seperate firestorm walls, both players had control over both sets. It was quite a long time ago though.

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Sep 06, 2013 11:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
What's the issues with Firestorm?

Same, as they were at the moment of first release. Firestorm wall and laser fence overlapping units and its own active animations. Also it's imba, it doesn't stop owners projectiles (even with AlliedWallTransparency=no.)

Alex06 wrote:
Stuff from the expansion pack HAS to be included. That means Juggernauts, limpet mines, etc.


Some of TS:FS units can be re-enabled, yes. Mobile EMP, mobile cloack generator, juggernaut and mobile weapons factory.
But Limpet mines logic does not exist in YR. Perhaps, a parasite logic could be used instead, but it would requre some Ares customisation. At least it should not tilt host unit and support Camera weapon.
And reaper. Well, again, if I only could have a clone of restored EMP logic, I bet I could reuse it as infantry only weapon, therefore create some sort a web launcher.



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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Sep 06, 2013 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Use AttachEffect for Reaper IMO.

The imba thing happens even in TS.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Sep 06, 2013 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
The imba thing happens even in TS.

This. It always only stopped enemy projectiles (and your units if they where unfortunate/stupid).

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Sep 06, 2013 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Use AttachEffect for Reaper IMO.


Hm. Brilliant idea actualy. Very Happy

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0warfighter0
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Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Fri Sep 06, 2013 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Perhaps it'll look better with a crawling frame?

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Sep 06, 2013 11:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice gangster, nice... and perhaps its fairer that the infantry can still fire.

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Speeder
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Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sat Sep 07, 2013 11:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Firing when infantry's speed is 0 is very, very unreliable. In most cases they do not do that.

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Sat Sep 07, 2013 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I do think this way of web is far better than original as can always have the exact same infantry shp under plus can adjust the web effects.

Plus Firestorm never blocked own weapons fire, it woulda made even Cabal's Core dumb in firestorm missions if his Core Obelisk would fire but the wall would block its shot. I don't see it as bug/imba IMO as it would be hindrance otherwise if you set up a defense turret line and provide firestorm wall protection...

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Sep 07, 2013 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

0warfighter0 wrote:
Perhaps it'll look better with a crawling frame?

I agree, that discthrower just looks sad that somebody threw a net at him, rather than actually hindered.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Sep 07, 2013 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Add a dummy damaging to the web then, it'll work.

Yeah, if the inf was moving when the Speed=0 AE gets applied then it can't stop moving and gets stuck in the running frames.  Laughing

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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Sun Sep 08, 2013 10:42 am    Post subject: Reply with quote  Mark this post and the followings unread

the net looks cute and nice Smile tho I agree with 0warfighter0.

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Sep 13, 2013 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

initial setup for Temple



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Sep 13, 2013 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

The tower looks rather short. The front opening (where the main doorway is) should also be wider and deeper.

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Alex06
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Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Fri Sep 13, 2013 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

0warfighter0 wrote:
Perhaps it'll look better with a crawling frame?

I think you could easily make that work with a tag, right? Isn't there a tag for that? Something like suppressor=true?

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Sep 13, 2013 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

more edit. damn this one most complicated shape I ever did.
Rolling Eyes
very time consuming.



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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Sep 13, 2013 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like what I'm seeing here Smile

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sat Sep 14, 2013 12:55 am    Post subject: Reply with quote  Mark this post and the followings unread

The temple of nod shape is a little crazy I suppose. I'm not sure if it is your details or just my ignorance, but I can finally see the "temple" in this building. There's the entrance with that whole being eaten by the temple thing, and you have the spire to looking over everything.

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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Sat Sep 14, 2013 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Super!!!!!!! Gangster ...... very good work!!!!!! Smile

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sat Sep 14, 2013 7:27 am    Post subject: Reply with quote  Mark this post and the followings unread

i salute your awesomeness, good sir

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Sep 15, 2013 2:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

scale and remap test



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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Sep 15, 2013 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Tech Center's right part looks a bit bland, but so was the original in TS afaik Confused

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Holy_Master
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Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sun Sep 15, 2013 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

IMO Temple of Nod should have black shiny color different from other building.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun Sep 15, 2013 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

the temple material definitely needs to be darker, closer to black
http://cnc.wikia.com/wiki/File:Nod_Temple_2030.jpg

or much like the hand of nods texture

and needs more gloss too, which you can notice more here on the render
http://images2.wikia.nocookie.net/__cb20091222113138/cnc/images/6/6b/CNCTS_Nod_Temple_03.jpg
and is very noticeable ingame


The front looks more stubbed than this render (but closer to the sketches)
http://images4.wikia.nocookie.net/__cb20070103221320/egamia/images/e/e6/Temple_of_nod.jpg


Really nice detailing though, it seems to look quite faithful to the sketch
http://sun.tiberiumweb.org/tsgallery/sketches/sketch17.jpg

P.S. Bolded my main points Smile

Last edited by SMIFFGIG on Sun Sep 15, 2013 5:39 pm; edited 4 times in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Sep 15, 2013 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't mind the texture, but I agree some parts should be rounder/sleekier.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun Sep 15, 2013 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
I don't mind the texture, but I agree some parts should be rounder/sleekier.

The material isnt bad
and I see where gangster is going with continuity between each structure so its not just a mess of different colours

But I think some variation is good (like the a Hand of nod) plus the darker material better matches the TS ingame+renders

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Alex06
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Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Wed Sep 18, 2013 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tech Center and Temple need more texturing, color and details. They're still a bit lacking compared to the rest.

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Sep 18, 2013 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

still wip



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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Wed Sep 18, 2013 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

*Gets a heat attack* Ace work Gangster.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Sep 18, 2013 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just noticed... shouldn't the Temple's Nod plate have that usual triangle-based shape?

Nice tho.

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=======================
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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Wed Sep 18, 2013 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its not the right shape
The shells have kinda a curved oval egg shape



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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Sep 18, 2013 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

tomsons26lv wrote:
Its not the right shape
The shells have kinda a curved oval egg shape


WAT?



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Darkstorm
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Joined: 20 Jan 2008
Location: Texas

PostPosted: Wed Sep 18, 2013 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

All I can see is that the little end piece juts out a bit more than the TS building.



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Wolven
Soldier


Joined: 22 Apr 2008
Location: United Kingdom

PostPosted: Wed Sep 18, 2013 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

The temple looks fine as it is, the most recent texture change has really made it look better.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Sep 18, 2013 9:18 pm    Post subject:   Reply with quote  Mark this post and the followings unread

really nice once again

all the buildings are look great!

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Sep 19, 2013 7:55 am    Post subject: Reply with quote  Mark this post and the followings unread

It looks so great, though I'm starting to think maybe the texture should indeed be darker. The current steel outfit doesn't make it look menacing enough. But it's your call, if you rather keep it better fit with the rest of the buildings.

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Sep 19, 2013 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

almost done

EDIT:

Graion Dilach wrote:
Just noticed... shouldn't the Temple's Nod plate have that usual triangle-based shape?


At first it was a triangle in circle like TS in-game sprite had, but it was small and messed so I redone that part with way as in Evil G's sketch.



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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Thu Sep 19, 2013 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

ho ho ho awesome ! Very Happy

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Sep 19, 2013 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Much better!

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SMIFFGIG
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Joined: 03 Mar 2003
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PostPosted: Thu Sep 19, 2013 8:24 pm    Post subject:   Reply with quote  Mark this post and the followings unread

temple looks great

and the extra detailing on the tech centre texture is brilliant.
As its quite a basic structure I think alot of its character is going to come from the detail of its texture

great work as per usual Wink

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Sep 19, 2013 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

just for sake of completenes started tiberium waste fasility



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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
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PostPosted: Thu Sep 19, 2013 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

extreme..... is beautiful!!!!! Very Happy

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Sep 19, 2013 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

You work pretty fast too... the Temple as it is nice, fits in well yet stands out enough to look special and not monotonous.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Sep 19, 2013 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

very minor notes on tech centre

if you zoom in on this image
http://images4.wikia.nocookie.net/__cb20110226130203/cnc/images/a/aa/Nod_tech_center-1-.jpg

you will see the tallest tower part of the structure gets smaller as it gets to the top (top plane size is smaller than base plane)

Also on the base/bib of the structure isnt just a simple curve. It looks like its made up of multiple extruded arc planes also resulting in a step effect. As opposed to a single extruded arc plane. (I count three, one on left and two on center/right)

Also the right side of the building (the rectangular part) seems wider and bigger than the one in TS (see pic above). TS one has room for more of the bib/base to be in front... this maybe a intentional design change on your behalf though?

Just to note i quite like the detailing they have done on the rectangle part for reborn
http://www.indiedb.com/games/ts-reborn/images/wip-nod-tech-center#imagebox


Edit:
On a side note, will we be seeing a Nod Repair Bay in Rewire (not that you don't already have enough on your hands #Tongue ?
http://www.cnc-source.com/forums/index.php?app=gallery&module=images&section=viewimage&img=2447

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Sep 20, 2013 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:

if you zoom in on this image
you will see the tallest tower part of the structure gets smaller as it gets to the top (top plane size is smaller than base plane)

Easy to fix. Will do.

SMIFFGIG wrote:

Also on the base/bib of the structure isnt just a simple curve. It looks like its made up of multiple extruded arc planes also resulting in a step effect. As opposed to a single extruded arc plane. (I count three, one on left and two on center/right)


Hm. It might be just a rough textuting, both techs were made in rush it seems. I am confused with this.

EDIT:

Vanilla buildup shows there is indeed step. But still it looks like f*ck up, pavement is not even properly texuted. Confused


SMIFFGIG wrote:

Also the right side of the building (the rectangular part) seems wider and bigger than the one in TS (see pic above). TS one has room for more of the bib/base to be in front... this maybe a intentional design change on your behalf though?


And this is indeed a intentional design change. I scaled up some elements to be bit closer to infanty scale. But not changed foundation.

SMIFFGIG wrote:

Just to note i quite like the detailing they have done on the rectangle part for reborn

Every one sees his own things in this building. I made it as material storage and computing facility, considering that WF is actuall structure that assembles stuff.

SMIFFGIG wrote:

On a side note, will we be seeing a Nod Repair Bay in Rewire (not that you don't already have enough on your hands #Tongue ?
http://www.cnc-source.com/forums/index.php?app=gallery&module=images&section=viewimage&img=2447



http://ppmsite.com/forum/viewtopic.php?t=30098
It is done. Just waiting re-scaling and re-texturing to match rest buildings.

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Last edited by Gangster on Fri Sep 20, 2013 12:52 am; edited 1 time in total

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HG_SCIPCION
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Joined: 07 Jun 2013
Location: Perú

PostPosted: Fri Sep 20, 2013 12:40 am    Post subject: Reply with quote  Mark this post and the followings unread

yes, command and conquer: rewire not the same as TS!!!!!

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