Yeah, I like this building.
Will you be following this style throughout the rest of the side, as I seem to remember that you had a fair number of buildings already done? QUICK_EDIT
yeah, I will be updating the RF buildings to follow this style, but only updating RevengeForce at the moment. The Venom faction which is already 95% done will remain as is for the most part. Still trying to get everything organized, so there may not be any significant posting here till tomorrow. QUICK_EDIT
Well the barracks just looks too big, unless theyre not to scale. It also doesnt seem to have the same style, needs that grey/brown texture. QUICK_EDIT
@MT, Thanks, yeah, just made the grass 2 days ago. Also made a darker version too for the lats and some new darker dirt with bumpmap as well. They came out looking pretty nice.
@TeamBlack, Thanks for the compliment.
Here's an ingame gif of the new SuperCannon
Gonna be upgrading the weapon to something different, already have new projectile, and a different explosion is in the works.
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The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Posted: Mon Mar 14, 2011 10:33 am Post subject:
VRF
Is there a tutorial on how to make the cannon have recoil for a shp? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
@NVH, I dont know if a tutorial exists for this. It's not really hard to do. Just take a look at how the gtgcan is made and go with it from there. Only the body is .shp, the turret and barrel is .vxl _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Posted: Tue Mar 15, 2011 11:18 pm Post subject:
RF B
OK, thanks _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
I dont know Orac, I was under the assumption taht it was possible, atleast I hope it is or I just wasted my time. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Well, after some testing seems you are correct. Must be the SpecialZOverlay= tag not working i'm asumming. however, there is an easy way around it. Just add a blank frame to the end of the gate anim. It's odd to have a gate totally disappear into the ground, but hey, who says you have to follow the rules
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The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Posted: Fri Jun 17, 2011 12:03 pm Post subject:
RF
very nice......can you tell us what the weapon does, or is that classified? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
very nice......can you tell us what the weapon does, or is that classified?
Classified at the moment, I will reveal it's objective when animations are done.
@ApolloTD, most of RF units and buildings use the same textures, the light and dark grays, however some come out having differences. I 'll be going thru them to make sure all have same base textures and stuff.
Thanks for the replies. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
ok, i started messing around with different textures. I figured I try them out on this, the Refinery. These textures look better for RevengeForce buildings?
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The enemy shall be injected with toxic poison - Venom QUICK_EDIT
silver looks kinda bright...but wont know unless its in shp format it migth change it _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
that looks much better. top quality.
NVN why would it look different in a shp format? If he is loosing to many colors in the conversion, he could always use custom palette. _________________ "I'll be staying strapped cuse my mac-eleven make my nuts bigger" QUICK_EDIT
Yep, ArvinCool is right, what you see there is what it is ingame also. Most if not all buildings use thier own palettes. And due to my lighting ingame it's not as bright anyways
Oh and, Thanks for the compliment ArvinCool. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
what i meant by the shp format is that when you make it a shp it might tone it down a bit. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
The only issue is that the laser seems to come from the silver ring below the rotating red boxes. Other than that it's quite nice. a little bright for my taste _________________
Tore wrote:
Oh noes Nod32 must have found some GDI32 in the art.ini file!
TBH I don't much like the rings on either buildings or the semicircular things at on the tower of the super weapon. There's nothing wrong with your modeling it's just the designs are a bit uninspired IMO. I have no clear idea what sort of theme this RevengeForce are supposed to have. What kind of side are they? It doesn't seem to reflect in the buildings. Everything seems generically high tech.
Why not on the laser tower have a series of reflectors spinning around a central tower and some kind of focusing device on the top. During the charge anim all the mirrors align and a beam of light fires between each, converging on the central dish at the top.
For the superweapon I would add more gadgets, especially around the 4 spires. Just things like radar dishes, panels of sorts, railings etc.
Each of the four spires could be a closed satellite dish (four panels closed like a flower) with a giant variant in the centre. Upon charging each dish opens up, locks down and spins to face the central tower, which also opens revealing some kind of laser pointer (I don't know what the weapond does TBH). You could also add metal doors that circle around the central core (near the red bits of remap) which open upon charging, revealing the blue floaty things inside.
I'd also add a lot more red lights indicating it's going into action and perhaps a series of lights like on the Obelisk which light up in sequence during charge. QUICK_EDIT
@OmegaBolt, While your suggestions are taken in to acount, I'm without a team in this mod. If I made everything to perfection it would drag on for 10 years or so like D-Day. Although D-Day is most likely the best ever RA2 mod assembled thus far, I dont have 10 years to devote to this project. I dont have problems changing a few things here or there, as long as they are simple changes.
Dont get me wrong, I too want a mod that everyone will one day say, "Wow, thats an awsome mod. Play wise and graphic wise" But since I'm pretty much making this mod alone, I have to accept alot of the things I make as is. I'm already putting myself into a bind redoing all the building textures for both Venom and RevengeForce, and my goal is to have this thing released this year.
Maybe after it's had it's first release I can relax a bit more and make things more appealing.
How this for the Prism Tower now?
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The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Posted: Sat Jul 02, 2011 3:19 am Post subject:
RFB
that is sweet _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
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