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 Forum index » Other Projects » Alpha Projects » Command and Conquer: Rewire
In-Game Screenshots
Moderators: Gangster
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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Fri Jan 15, 2010 11:25 pm    Post subject: Reply with quote

Tore wrote:
This is so epic I made a news post about it. Very Happy

No my name in the news post? :U

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Tore
Plasma Trooper


Joined: 15 Jun 2006
Location: The way north

PostPosted: Fri Jan 15, 2010 11:28 pm    Post subject: Reply with quote

Look again #Tongue
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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Fri Jan 15, 2010 11:30 pm    Post subject: Reply with quote

Quote:
have been hard at work with his awesome

Typo in your news. Thanks anyway! #Tongue

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Tore
Plasma Trooper


Joined: 15 Jun 2006
Location: The way north

PostPosted: Fri Jan 15, 2010 11:34 pm    Post subject: Reply with quote

I have the bad habit of not checking for typo's before I post :/
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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Sat Jan 16, 2010 1:32 pm    Post subject: Reply with quote

Quote:
as for infantry, i am using TS assets. and i am not going to do my own in near future.


Quite disheartening to hear, as the TS infantry graphics are an abomination, but I assume that still means that you would accept new ones if by some miracle someone else decides to make them.

Last edited by Pepzi on Sun Jan 17, 2010 8:40 pm; edited 1 time in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Jan 16, 2010 2:29 pm    Post subject: Reply with quote

That doesn't mean Gangster wont do his own, it's just at the bottom of his list atm.
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Jan 18, 2010 12:57 am    Post subject: Reply with quote



Vulcan cannon downsized and recoloured.
Component tower now have a shadow.
Refinery's Tank now recoloured
GDI Radar is now converted.
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Jan 18, 2010 12:59 am    Post subject: Reply with quote

Super! Very Happy

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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Mon Jan 18, 2010 1:02 am    Post subject: Reply with quote

I like the component tower the vulcan and the walls.
Great work.
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Tiberian Fall
The Art Of Tiberian Fall

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Jan 18, 2010 1:45 am    Post subject: Reply with quote



Power Plants are now with lights
Laser Turret is now converted.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Jan 18, 2010 2:30 am    Post subject: Reply with quote

I love those lasers.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Jan 18, 2010 2:51 am    Post subject: Reply with quote

Oh my...

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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Mon Jan 18, 2010 3:04 am    Post subject: Reply with quote

I don't think I've ever seen Hyper this lost for words. Excellent job, you really have put EA and Westwood to shame.
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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Unknown

PostPosted: Mon Jan 18, 2010 3:37 am    Post subject: Reply with quote

The gfx in this mod make the TS ones look like dirt when compared to a golden statue.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Jan 18, 2010 3:02 pm    Post subject: Reply with quote

Darkstorm wrote:
The gfx in this mod make the TS ones look like dirt when compared to a golden statue.


Ahaha, so well said Very Happy
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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Mon Jan 18, 2010 4:29 pm    Post subject: Reply with quote

Amazing stuff!

Question about a tiny little thing but, will the hand of nod have flashy light anims on the top (knuckles) of each finger

Like here
http://www.cybergooch.com/pages/tibsunarchive/handofnod.htm

The actual anim sequence is shown in the video below the hand of nod image
Smile
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Jan 18, 2010 4:37 pm    Post subject: Reply with quote

Yeah, that would sweet. I don't think the top of the Hand needs any lights (since there's the observation tower. Funny how the TS version had that cut out), apart from the flashing top of the antennaes.
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Jan 18, 2010 4:46 pm    Post subject: Reply with quote

Damn it. I have forgot about these :\. Will do of course.
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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Wed Jan 27, 2010 8:05 am    Post subject: Reply with quote

Compare the poor TS infantry with these masterpieces:



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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Jan 27, 2010 8:30 am    Post subject: Reply with quote

Regulus! Time to explain again?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Wed Jan 27, 2010 9:13 am    Post subject: Reply with quote

That's ancient Desolation material...
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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Wed Jan 27, 2010 9:44 am    Post subject: Reply with quote

Aro wrote:
That's ancient Desolation material...


Yet they look more like TS infantry should have been.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Wed Jan 27, 2010 9:45 am    Post subject: Reply with quote



stuff like this looks even funkier than ts inf
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just a simple logo by bricks @ raminator, on Flickr

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Wed Jan 27, 2010 1:39 pm    Post subject: Reply with quote

raminator wrote:


stuff like this looks even funkier than ts inf


Kinda fits the Ra2 theme.

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Deformat
Defense Minister


Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Wed Jan 27, 2010 8:05 pm    Post subject: Reply with quote

Well,they ARE for RA2 #Tongue

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daviperdragon
Soldier


Joined: 31 Dec 2009
Location: MI, USA

PostPosted: Fri Jan 29, 2010 2:06 am    Post subject:   Reply with quote

Approved Surprised Shocked Mr. Green

i'll be happy to test this out when you get to a beta...

This is such great work i'm trying not to drool

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Fri Jan 29, 2010 2:47 am    Post subject: Reply with quote

Don't worry Mr. Orac. The cat's not out of the bag.
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Oct 02, 2011 8:35 pm    Post subject: Reply with quote

droping here some r006 screenshots

Red Cross Mission (Needs better name i guess). RW's first tech building. Serves as field hospital.



New civilian stuff



Titan and new terrain elements



Mammoth MK II stomping bridge.


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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Sun Oct 02, 2011 9:09 pm    Post subject: Reply with quote

Hmm the Mammoth looks a little bit squished, I think it would look better extended. Everything else looks nice though.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Oct 02, 2011 9:10 pm    Post subject: Reply with quote

I just love the graphics. Is that pile of rocks supposed to be a destroyable part of the cliffs?
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Oct 02, 2011 9:56 pm    Post subject: Reply with quote

Mammoth shape was indeed modified. It should be bigger any other unit but fit tile size and WF also this should prevent any unit overlaping.

Quote:
Is that pile of rocks supposed to be a destroyable part of the cliffs?

supposed to be, yes, but its not destroyable just yet. Its Ares 0.2 feature
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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Sun Oct 02, 2011 10:37 pm    Post subject: Reply with quote

Red Cross Mission:
Might as well call it "Tech Field Hospital", then, no? #Tongue

Mammoth Mark 2:
Looks a bit too stubby, you should make it longer...Needs more space between the front legs and back legs. (That front leg, on the right, also needs proper shading)

It does indeed need to be bigger. Compare the size of the Titan with TI's Mk2. It needs to look like TI's Mk2, IMO, in shape, size and proportions. Also, I don't recall TI's Mark 2 Mammoth having any big issues with unit overlapping.

Also, what happened to having it come from the Dropship Bay instead of the War Factory? I liked that idea. Sad

Titan:
I think the Titan legs need to be a bit longer & fatter. Barrel could also be a bit longer...

I like how the mechs fit with the color scheme of the other GDI vehicles. I'm guessing the Juggernaut and Wolverine aren't done yet.

Destructible rocks:
They look amazing! However, how are they an Ares 0.2 feature? I remember destructible rocks existing in a YR mod, RA2YR: Secrets Revealed, and that was way back before even Rock Patch was out.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Oct 03, 2011 1:21 am    Post subject: Reply with quote

Love the titan.

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Katz
Disk Thrower


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Mon Oct 03, 2011 5:07 am    Post subject: Reply with quote

Pappoth must be twice bigger
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Oct 03, 2011 12:02 pm    Post subject: Reply with quote

Destructible rocks do works in YR. however they can be destroyed only with weapon with ambient damage(and RW doesn't have any). This feature have been fixed in Ares.

Anyway i think i ll fake this with a building with cliff graphic. This way i ll be able to use armors for damage bonuses\penalties, custom explosion animation, rubble logic or even destroying animation. The only side effect i see is.. a health bar for rocks..
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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Mon Oct 03, 2011 12:37 pm    Post subject: Reply with quote

Gangster wrote:
The only side effect i see is.. a health bar for rocks..


SC2
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Oct 03, 2011 2:17 pm    Post subject: Reply with quote

You can make buildings unselectable.
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Oct 03, 2011 3:34 pm    Post subject: Reply with quote

true. health bar will be shown anyway when mouse cursor is above unselectable object.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Oct 03, 2011 3:47 pm    Post subject: Reply with quote

Ah, right, I forgot that about RA2.
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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Dec 15, 2011 1:22 am    Post subject: Reply with quote

It would be cool if you could make a version of the lamp post in the last screenshot which had no shadow and had an alpha image like the early pre-release screenies of TS

http://www.cnc-source.com/forums/index.php?app=gallery&module=images&section=viewimage&img=2501

http://www.cnc-source.com/forums/index.php?app=gallery&module=images&section=viewimage&img=2502

obviously not priority but would be pretty nice #Tongue

Gangster wrote:
Anyway i think i ll fake this with a building with cliff graphic. This way i ll be able to use armors for damage bonuses\penalties, custom explosion animation, rubble logic or even destroying animation. The only side effect i see is.. a health bar for rocks..

I think this is a really good idea
The concept of 'Destructible cliffs' really wasnt realised in Tiberian Sun how it should have been. It ended up as all units being able to instantly destroy the cliffs to pass...... making it completely pointless.
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Dec 15, 2011 5:41 am    Post subject: Reply with quote

@gangster
PixelSelectionBracketDelta=-99999
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Jan 02, 2012 3:44 pm    Post subject: Reply with quote



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!DarkRose
Commander


Joined: 13 Aug 2006
Location: U.K, Birmingham

PostPosted: Mon Jan 02, 2012 4:26 pm    Post subject: Reply with quote

Wow . . . . looks beyond amazing Razz
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Mon Jan 02, 2012 5:36 pm    Post subject: Reply with quote

It almost makes wish to mod your mod , Good job on every thing Smile
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Jan 02, 2012 5:59 pm    Post subject: Reply with quote

Quote:
It almost makes wish to mod your mod

why not help expand this mod then? Smile
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Mon Jan 02, 2012 6:46 pm    Post subject: Reply with quote

Sure I can help out with voxel and such would love to help in this mod Pm me Smile
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Jan 02, 2012 6:49 pm    Post subject: Reply with quote

Are those rocky slopes a 1-high version of the normal cliffs?
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Jan 02, 2012 7:30 pm    Post subject: Reply with quote

thouse rocky slopes are some sort of cliffs. It impassible for most units. Only hover MRLS and attack bikes can travel through them
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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Mon Jan 02, 2012 10:40 pm    Post subject: Reply with quote

Reminds me of when my Humvees would ramp off the sides of mountains in Generals. Very Happy

Excellent work!
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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Tue Jan 03, 2012 4:24 am    Post subject: Reply with quote

Epic rewire is epic! :O Impressive work though, gangsta.

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