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Another go at making buildings
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Oct 23, 2012 8:01 am    Post subject:  Another go at making buildings
Subject description: Allied Buildings
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This time I didnt make them from scratch, i edited General's buildings
I will release them once they are finished.

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Aidhus
Soldier


Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Tue Oct 23, 2012 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

These are great! I can use this as placeholders

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Ixonoclast
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Joined: 11 Aug 2008
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PostPosted: Tue Oct 23, 2012 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Goddamn, I LIKE IT.

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Oct 23, 2012 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just don't understand why you'd have jagged edges when you've no poly limit. I guess they're just leftover from Generals.

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Volgin
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Joined: 07 Mar 2009

PostPosted: Tue Oct 23, 2012 1:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

They're assets from the old U.S. faction in Generals. Their old WF and Battle Lab at the very least... I like, not bad!

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Oct 23, 2012 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks everyone!
OmegaBolt wrote:
I just don't understand why you'd have jagged edges when you've no poly limit. I guess they're just leftover from Generals.

Generals has low Poly stuff

Volgin wrote:
They're assets from the old U.S. faction in Generals. Their old WF and Battle Lab at the very least... I like, not bad!

i made these buildings by editing the released Generals buildings. i didnt know about the old/hidden assets
and the Battle Lab is named Secret Lab in the game files.

also, weather control device. ignore the balls' texture.

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FurryQueen
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PostPosted: Wed Oct 24, 2012 1:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Not gonna lie. Those look really, really nice.

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Wed Oct 24, 2012 6:22 am    Post subject: Reply with quote  Mark this post and the followings unread

thanks FurryQueen

some more progress.

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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Wed Oct 24, 2012 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

some more stuff, Chrono Sphere and Ore Purifier. and i changed the Refinery.

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Aidhus
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Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Wed Oct 24, 2012 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looking good so far, will this include animations, models and textures once released?

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Nuke Atty
Cyborg Soldier


Joined: 07 May 2012
Location: Chungking,China

PostPosted: Wed Oct 24, 2012 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks pretty nice, really nice for Generals style mod~

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Mon Jan 21, 2013 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

this set is now complete!

all that is needed now is the animations

also a revamped version of the warfactory

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jan 21, 2013 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

/me likes

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Mon Jan 21, 2013 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks really nice, except I think that HUGE cannon is a bit to HUGE.

and is that the base texture I posted that I see there. Razz

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Jan 21, 2013 11:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks forward to animations :p

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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Tue Jan 22, 2013 1:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Great work Imp love it Smile

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Jan 22, 2013 8:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks alot guys! Smile

Cranium wrote:
looks really nice, except I think that HUGE cannon is a bit to HUGE.

its the Grand Cannon so it is supposed to be HUGE.

Cranium wrote:
and is that the base texture I posted that I see there. Razz

no i got it from Google. Though i did get the idea after i saw your base texture Very Happy

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Orac
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Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Jan 22, 2013 8:33 am    Post subject: Reply with quote  Mark this post and the followings unread

They kinda need more polys to make them work in the 2D environment. Otherwise, nice.

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Astral
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Joined: 07 Dec 2012
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PostPosted: Wed Jan 23, 2013 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like this Secret Lab. Is it 3x3 foundation?

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ImP_RuLz
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Joined: 21 May 2004
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PostPosted: Wed Jan 23, 2013 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

yup, its 3x3

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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Sat Jan 26, 2013 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread

buildups, active anims and ingames



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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sat Jan 26, 2013 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Increase polys on some chimneys and ventilation fans.
Reduce the amount of ventilation fans on the refinery.

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sat Jan 26, 2013 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

The power plant is awesome. Other stuff just needs more design.

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Astral
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PostPosted: Sat Jan 26, 2013 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Will there be buildups for ALL buildings and will there be new Allied MCV which will deploy into new Con-Yard?

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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Jan 27, 2013 12:55 am    Post subject: Reply with quote  Mark this post and the followings unread

This is awesome. There are so many really great buildings around which are just posted for showing off and never made available to the public. These are really excellent. They look really dark, imposing and "harsh", I'm going to use them for my Nazi side - especially with that eagle emblem, which I know is meant to be allied, but looks very much like the Third Reich CoA.

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ImP_RuLz
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Joined: 21 May 2004
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PostPosted: Sun Jan 27, 2013 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

there will be no mcv but there will be buildups for every building.
conyard buildup:

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Darkstorm
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Joined: 20 Jan 2008
Location: Texas

PostPosted: Mon Jan 28, 2013 2:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, I could probably use them for my Federation faction when I inevitably start back with YR modding.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Mon Jan 28, 2013 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

ImP_RuLz wrote:
there will be no mcv but there will be buildups for every building.
conyard buildup:


Is there no MCV into ConYard animation?

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Sir Shockwave
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Joined: 06 Sep 2011

PostPosted: Mon Jan 28, 2013 1:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
ImP_RuLz wrote:
there will be no mcv but there will be buildups for every building.
conyard buildup:


Is there no MCV into ConYard animation?


Not that we know of. Using the default MCV should be fine though, it just changes the Buildup.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jan 28, 2013 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

There isn't to let the user have a freedom of designing the MCV. Orig Allied one wouldn't fit to this afterall. #Tongue

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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Jan 29, 2013 6:56 am    Post subject: Reply with quote  Mark this post and the followings unread

well as Graion said, vanilla mcv isnt fit for this, also, as you can see the vanilla mcv doesnt actually deploys into the ConYard. it just sinks into the ground.


so with a little editing, people can add there own MCVs into the buildup animation

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Fri Feb 01, 2013 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

some more random progress

also i tried making the soviet concept warfactory

finally, thanks to Graion for the idea, a twisted mobile warfactory based on Westwood's concept



Very Happy

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Fri Feb 01, 2013 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, that's nice.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Feb 01, 2013 11:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cool, although obviously the door needs to be much bigger. I would try getting rid of the base rectangle too, just have a nice ridge around the edge of the building to define it better.

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sat Feb 02, 2013 9:47 am    Post subject: Reply with quote  Mark this post and the followings unread

thanks vefbl4
and Bolt, that rectangular plane was just for guidance so i dont exceed the standard 3x5 foundation of a warfactory.
and i think its finished now, only needs a good texture and walking animations.


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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Feb 02, 2013 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Me and my big mouth. Very Happy

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sat Feb 02, 2013 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

So is this going to be a voxel, or SHP walking around the map?

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sat Feb 02, 2013 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

that walking war factory is unbelivibly cool, i always loved things based on concept art, if that gets released it must be an instant spotlight

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Feb 02, 2013 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

The rotating WF looks like a puddle jumper. Smile

RP wrote:
So is this going to be a voxel, or SHP walking around the map?

surely an SHP. A voxel can never look good enough, to match the SHP. You would instantly notice where the game switches from the SHP undeploy anim to the VXL unit.

Anyway. Really nice concept, model and animation Imp.
I would suggest adding something to the bottom of the warfactory, which is buried in the ground when deployed and gives additional stability while moving. e.g. the bib in front of the door is extremely thin.
However you could also remove the bib while mobile. Just let it slide into the WF during the undeploy anim.

Then there is also the really annoying issue, that you can have only one Buildup animation. So when you first build the building via the conyard, you would see the mobile-to-building deploy anim and no real buildup.

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sun Feb 03, 2013 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
So is this going to be a voxel, or SHP walking around the map?

an shp, cuz, i want to give it a firing animation. Though it will look stupid on slopes
dodgevipergts wrote:
that walking war factory is unbelivibly cool, i always loved things based on concept art, if that gets released it must be an instant spotlight

Thanks! Smile
Lin Kuei Ominae wrote:
The rotating WF looks like a puddle jumper. Smile

coincidence Very Happy
cuz this is the first time i saw/heard puddle jumper
Lin Kuei Ominae wrote:
I would suggest adding something to the bottom of the warfactory, which is buried in the ground when deployed and gives additional stability while moving. e.g. the bib in front of the door is extremely thin.
However you could also remove the bib while mobile. Just let it slide into the WF during the undeploy anim.

Then there is also the really annoying issue, that you can have only one Buildup animation. So when you first build the building via the conyard, you would see the mobile-to-building deploy anim and no real buildup.

Well as i said, the rectangular plane was just for referance, it wont be present in the final unit/building. Also i have made a solid "slab" of some sorts right underneath the factory as you can see in the image

also the walking animation and a test version of the firing animation


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Feb 03, 2013 1:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

ImP_RuLz wrote:
Well as i said, the rectangular plane was just for referance, it wont be present in the final unit/building. Also i have made a solid "slab" of some sorts right underneath the factory as you can see in the image

No, i meant the tiny plane/bib right in front of the "teeth-door" which only goes to the front of the main building. (The bib which is covered by the angular door that comes down during the deployanim)
But now with the darker bottom this should work fine, as the plane isn't that thin anymore.


Concerning the walkanim, you have to remove any movement of the main building. Else the turret looks bad, as this stays in a fixed position.
Or make the body wobble only very subtle by only 1 pixel, so you don't notice that much that the turret is fixed while the body wobbles during the walkanim.

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sun Feb 03, 2013 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

Concerning the walkanim, you have to remove any movement of the main building. Else the turret looks bad, as this stays in a fixed position.
Or make the body wobble only very subtle by only 1 pixel, so you don't notice that much that the turret is fixed while the body wobbles during the walkanim.


Thanks man, i had totally forgotten about that problem
stupid YR engine #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Feb 03, 2013 1:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does YR allow visual displacement of an SHP turret via TurretOffset?
At least in TS having an SHP turret out of center is not possible, so you might have to move the turret into the center of the building.

It might be worth a try making the turret as a VXL while keeping the body as an SHP, so you can move the turret to the rear.

Or remove the turret and replace it with an omni-directional weapon system like a tesla coil or missile battery with tubes in all directions (or some small hatches which open for some small missile silos that fire vertical launching missiles).
Then you can keep the weaponsystem in the rear and have a wobble anim for the chassis.

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ImP_RuLz
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Joined: 21 May 2004
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PostPosted: Sun Feb 03, 2013 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

i'll go with the VXL turret, that way i can use ChargeTurret logic

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Lin Kuei Ominae
Seth


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PostPosted: Sun Feb 03, 2013 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

You should give that a test first. In TS you can only have a SHP unit with a voxel barrel. The turret is hardcoded to be an SHP using the 32 frames after the walkanim.
I'm not sure if it works in RA2 the same and if it works at all. (I don't remember having seen any SHP unit with VXL turret before in RA2)

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sun Feb 03, 2013 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

well there is the Grand Cannon Building with Shp Base and VXL turret and barrel
but i dont know if its the same with units
i will have to test it

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Lin Kuei Ominae
Seth


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PostPosted: Sun Feb 03, 2013 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Units are entirely different.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Feb 03, 2013 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would prefer SHP everything anyway, seems odd having a voxel turret. Also surely they would be AA guns instead of weird tesla weapons? Atleast that's what I imagined they were. Razz

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Mon Feb 04, 2013 12:57 am    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Would prefer SHP everything anyway, seems odd having a voxel turret. Also surely they would be AA guns instead of weird tesla weapons? Atleast that's what I imagined they were. Razz
i thought they were normal cannon, i'm sure it will be easy to remove the tesla animation any if you don't like it

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
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PostPosted: Mon Feb 04, 2013 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Units are entirely different.

you're right. It cant have a voxel turret -_-

so now i need to make it a tesla coil like weapon

also, i tested it without the voxel turret

the pink on the "nose" will be fixed

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