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 QUICK_EDIT
Vulcan cannon downsized and recoloured.
Component tower now have a shadow.
Refinery's Tank now recoloured
GDI Radar is now converted. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
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. _________________ QUICK_EDIT
Joined: 28 Apr 2009 Location: Auckland, New Zealand
Posted: Sun Oct 02, 2011 9:09 pm Post subject:
Hmm the Mammoth looks a little bit squished, I think it would look better extended. Everything else looks nice though. _________________ Beta Tester for Mental Omega 3.0
Red Cross Mission:
Might as well call it "Tech Field Hospital", then, no?
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.
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. QUICK_EDIT
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.. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
true. health bar will be shown anyway when mouse cursor is above unselectable object. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
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
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. _________________ QUICK_EDIT
thouse rocky slopes are some sort of cliffs. It impassible for most units. Only hover MRLS and attack bikes can travel through them _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
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