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Update #8
Moderators: Gangster
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun May 02, 2010 10:07 am    Post subject:  Update #8
Subject description: Gates, Walls, EMP
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visuals



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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Sun May 02, 2010 10:56 am    Post subject: Reply with quote  Mark this post and the followings unread

That's awesome.Too awesome.

Screw TS/FS.This is WAY better.

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Sun May 02, 2010 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

This is king!

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun May 02, 2010 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Deformat wrote:
That's awesome.Too awesome.

Screw TS/FS.This is WAY better.

This. I can't wait to see the Reaper in this mod Smile

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sun May 02, 2010 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awsome. Everything is so clean. Still, the terrain could be clean as well.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun May 02, 2010 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Clean! It was built today's morning ^_^



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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun May 02, 2010 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh my lord!

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun May 02, 2010 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sweet, the Banshees in the first pic look really menacing in that pose.

Quote:
Awsome. Everything is so clean.


The walls are too clean if you ask me. The bottom should have some dirt.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sun May 02, 2010 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Banshees would look better in flight with PitchAngle=0

Looks great though, keep it up!

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Mon May 03, 2010 6:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Do you think those walls are too smooth?

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Mon May 03, 2010 2:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
The Banshees would look better in flight with PitchAngle=0

Looks great though, keep it up!


No, they would turn out like flat-flying plates/saucers.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon May 03, 2010 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Beautiful job, especially on the slopes.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon May 03, 2010 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pepzi wrote:
Team Black wrote:
The Banshees would look better in flight with PitchAngle=0

No, they would turn out like flat-flying plates/saucers.

No they wouldn't. They'd just fly with a horizontal pitch, but if as long as they have a proper RollAngle value, they'll roll while turning just fine. Since the Banshee is aerodynamic, it wouldn't make sense for it to fly asif it's a helicopter/VTOL.

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Mon May 03, 2010 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Deformat wrote:
That's awesome.Too awesome.

Screw TS/FS.This is WAY better.

This. I can't wait to see the Reaper in this mod Smile


Ugh, it's not even a true Nod unit, it belongs to Cabal. Even the style and color of the build icon is different, since the shading is blue and it faces the opposite direction.

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Mon May 03, 2010 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why? What's wrong with CABAL? Confused

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Mon May 03, 2010 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

0warfighter0 wrote:
Why? What's wrong with CABAL? Confused


Not saying anything is wrong with Cabal, just saying that it does not belong in the Nod arsenal obviously just as Nod units do not belong in the GDI arsenal.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon May 03, 2010 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for feedback. All suggections are fair enough. Smile

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon May 03, 2010 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pepzi wrote:
0warfighter0 wrote:
Why? What's wrong with CABAL? Confused


Not saying anything is wrong with Cabal, just saying that it does not belong in the Nod arsenal obviously just as Nod units do not belong in the GDI arsenal.

Well, unless Gangster decides to include a CABAL faction as well, the Cyborg Reaper fits perfectly well in Nod's arsenal. Otherwise the Cyborgs would have to be removed as well...

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Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Tue May 04, 2010 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

DonutArnold wrote:
Do you think those walls are too smooth?


I think they're fine as they are. It's Nod after all. I expect all of their structures, even including walls, to have a sleek/smooth look to them.

I've been wondering how you plan to make the Gates open without any graphical glitches, considering this is still the YR engine underneath it all. I wondered if you could still have the Gates lower into the ground so far that in the animation, dirt flows over top of them, causing the Gates to disappear entirely when open. Seems odd, but perhaps, it would fit in with Nod's style since they have subterranean units too.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue May 04, 2010 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread

This feature is under development by Ares team. More info here

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue May 04, 2010 2:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Isn't it possible to just give the gate a bib image or active anim that gets overlapped by the gate itself?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri May 07, 2010 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hi.

You own.

Bye.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri May 07, 2010 11:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Holy ztyping shit it's The DvD.

...holy shit.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sun May 09, 2010 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow DVD that was epic!

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