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What lurks in the shadows?
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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sun Jun 19, 2005 3:13 pm    Post subject:  What lurks in the shadows? Reply with quote  Mark this post and the followings unread

To show that TSR is not dead yet, I thought I would try and show some things I've been quietly working on. Opinions welcome as always.
I may add more pictures of other work later.



Updated HMEC2.PNG
 Description:
I know there have been references to it, but I don't think a picture of my reworked Mammoth Mk.II ever went public. It is a resized voxel, and the voxel itself, every part, has been worked on by me, to give it more detail and shape.
 Filesize:  73.67 KB
 Viewed:  43032 Time(s)

Updated HMEC2.PNG



new harv.JPG
 Description:
A new harvester, one based on a combination of the beta Harvester Icon (as used in TSR) and the beta harvester seen in screenshots. Its based more on the icon.
 Filesize:  11.49 KB
 Viewed:  43032 Time(s)

new harv.JPG



new track.JPG
 Description:
I have always wanted to develop the train system of TS, and so this is personal work. I've made some junctions for the tracks. I have finished all the directions, but this screenie shows only a few of them. Whether it will be in TSR, I don't know.
 Filesize:  68.09 KB
 Viewed:  43032 Time(s)

new track.JPG



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Havoc
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Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Sun Jun 19, 2005 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ooh, nice MK2. The harvester pwns!
I like the locomotives aswell. It looks like a combination between the old locomotive and the cargo car, plus some other things. Do the junctions work?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Jun 19, 2005 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Excelent job with the harvester Smile. Mk2 is also very nice....Actually, I love everything! It's perfect!

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Muldrake
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Joined: 19 Sep 2003
Location: England

PostPosted: Sun Jun 19, 2005 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

As pointed out by several people on TumSun, the normals of the mammoths feet were incorrect (in fact, there were none, but still..) so here it is, some small details corrected from the last image, as well as better normals on the roof and feet of the mammoth.

Also, thank you for the very kind comments, I've been meaning to post up some stuff for a while.

@ Havoc, thanks for noticing the new trains, I've redone the train set, as well as added some extra cars, I'll see if I can find a pic I took of them. And yes, the junctions work like ordinary track.. however, the train can move from any track to the other, so for it to move in a single direction as suggested by the artwork of the tracks, waypoints would have to be used..



Updated Train.PNG
 Description:
Train set, but not the complete train set.. this is just redos of the original train cars from TS.
 Filesize:  95.4 KB
 Viewed:  43005 Time(s)

Updated Train.PNG



Nod Helipad.gif
 Description:
This is an animation I made for the Nod Helipad. Its based off of one seen in the FMV "Hide and Seek" were several Banshee's are seen landing on pads. Its just an anim I've done, not garenteed in TSR.
 Filesize:  6.15 KB
 Viewed:  43005 Time(s)

Nod Helipad.gif



touched up mammoth.PNG
 Description:
Better Normalisation on Mammoth.
 Filesize:  71.73 KB
 Viewed:  43005 Time(s)

touched up mammoth.PNG



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CCHyper
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Joined: 07 Apr 2005

PostPosted: Sun Jun 19, 2005 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

oooo good work, now i can play with my triain set again lol

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Havoc
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Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Sun Jun 19, 2005 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Muldrake: The new helipad is great. I noticed the trains cuz I'm a train lover Smile. Nice trains, they're so air-o-dinamic. Reminds me of ICE.
And there is a way to make junctions work. It's an error in the game. Look in the pic below. Place tracks that close than put a train on of them. In a weird way, if you click on the other track (ingame) the train wont do all the trip to that point, it will move over the ground and directly to the place where you clicked. It's weird but it works.
BTW, when will you launch the mod, cuz I wanna see the trains 3d?

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Muldrake
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Joined: 19 Sep 2003
Location: England

PostPosted: Sun Jun 19, 2005 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Havoc. Very Happy
I think you misunderstand me.
The trains can move from the different directions no problem, but there is nothing to stop them going the "wrong" way, as suggested by the track artwork.
The pic might explain it more.
This problem can be over-come by having the track used for map based trains, where they follow a set route governed by waypoints, but if you try moving them manually, then the train can go the wrong way.



junction direction.JPG
 Description:
Blue = Right way, suggested by tracks.
Red = Wrong way.
The train can move both ways, and can go back through both routes also.
 Filesize:  3.5 KB
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junction direction.JPG



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Havoc
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Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Sun Jun 19, 2005 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, this is a side effect.

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Sun Jun 19, 2005 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

can you not just make a cross over track?

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Anderwin
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Joined: 16 May 2005

PostPosted: Sun Jun 19, 2005 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

THIS STUFF IS AWSOME !

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sun Jun 19, 2005 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Anderwin Smile

TSHyper,
You could, but you wouldn't want one that junction in every case. If the track is for map-based trains only, and under most circumstances they are, there is no problem.

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Anderwin
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PostPosted: Sun Jun 19, 2005 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

i like the nod Helipad.
How u do it :S?
i just a noob =P

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Muldrake
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Joined: 19 Sep 2003
Location: England

PostPosted: Sun Jun 19, 2005 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

@ Anderwin

The wonderful SHP builder provided by Banshee, MS Paint and patience.. Wink

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Havoc
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PostPosted: Sun Jun 19, 2005 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

And experiece.

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Anderwin
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Joined: 16 May 2005

PostPosted: Sun Jun 19, 2005 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Edit: too nothing.

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Last edited by Anderwin on Mon Jun 20, 2005 6:26 pm; edited 1 time in total

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Muldrake
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Joined: 19 Sep 2003
Location: England

PostPosted: Sun Jun 19, 2005 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

You do graphical art which is beyond me, I'd like to be able to, but I don't have the skills nor software. I'm just a pixel guy.. and sketcher and idea man.

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Anderwin
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PostPosted: Sun Jun 19, 2005 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just a noob from you!

I like the harvester vxl ( who made it)?

Or i suck Embarassed what ever back too topic

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Muldrake
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Joined: 19 Sep 2003
Location: England

PostPosted: Sun Jun 19, 2005 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

All the artwork here posted by me was done by me.

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Anderwin
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PostPosted: Sun Jun 19, 2005 8:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

okey Smile

i just love it .!

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Tyler Adams
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Joined: 08 Oct 2004
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PostPosted: Sun Jun 19, 2005 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shocked

Do a better anim for the GDI Helipad. Razz

Wow.

Muldrake wrote:
I'm just a pixel guy.. and sketcher and idea man.


Me too. I have almost no idea on how to use any 3D programs, besides VXLSE III

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Havoc
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Joined: 04 Jan 2005
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PostPosted: Sun Jun 19, 2005 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Me2. I'll start learning 3ds and gmax, but let's stop getting off-topic and start using the PM button.
@Muldrake: Tyler has a good idea there.

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Clarkson
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PostPosted: Mon Jun 20, 2005 2:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Meh. i know what the Tick Tank looks like. #Tongue

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Muldrake
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Joined: 19 Sep 2003
Location: England

PostPosted: Mon Jun 20, 2005 5:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

@ Tiberium Harvester
Yes, but you haven't seen it deploy Wink No one has, not even Smiff.. but I will reveal it soon.. very soon.. Cool

Okay I found another picture of my train set, (I made these a long time ago) it shows a few more cars that I made, namely a tanker car, an empty cargo car, and a weapons car, with a turret.
I have been doing research into different features with the trains, one of them being a weapons car. It works fine, in that the car acts like a tank on train tracks. The problem is, if its part of a train it and it finds a target, it will no longer follow the front car, and go its own path to hunt the target.
So, unless a single-car train with a turret is used, a weapons car would just be buggy, so not particularly good. Nice for decoration though Laughing



TSR Trains Resized.PNG
 Description:
The extra cars can be seen in this pic. As you can tell, I do like making scenes especially for screenies ;). I wanted to make one for the Mk.II based on the FMV but I never got around to it.
 Filesize:  263.87 KB
 Viewed:  42899 Time(s)

TSR Trains Resized.PNG



TSR Train.PNG
 Description:
Yes, that is a double engined train. One at each end.. ;) Love those TSR Light posts..
 Filesize:  226.82 KB
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TSR Train.PNG



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Havoc
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Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Mon Jun 20, 2005 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ooh, nice Wink. New cars. Are they turreted? Muldrake, STOP or I'll have a heart attack. You gave me some inspiration for mapping. The first pic is great. BTW, I dont like the huge light post. Today I played for the first time TS:R, cuz I just updated ts to 2.03.

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Anderwin
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PostPosted: Mon Jun 20, 2005 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I love you train set.

You have more train u will show =P

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Muldrake
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Joined: 19 Sep 2003
Location: England

PostPosted: Mon Jun 20, 2005 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Havoc
Stop what?  Razz And yes, the weapons cars do have turrets.

@Anderwin
These show all the pieces I have done so far, but I do have concepts for a few other pieces, namely a specialised Military train. Perhaps something based on the Soviet train found in JB: Goldeneye.

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Anderwin
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PostPosted: Mon Jun 20, 2005 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

You love train =P

But Muldrake
is look the turret is bigger than the train =P
or is should look like it bigger :S? ( i noob)

Edit: remove the pictures.

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DoMiNaNt_HuNtEr
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PostPosted: Mon Jun 20, 2005 9:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

*Says it in a Fat Albert voice* HEY HEY HEY!!!!! THOSE ARE THE BEST FUCKIN PICS OF THE DAY!!!!!!!! YEEEAAYYY!!!!!!!!!!

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Muldrake
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Joined: 19 Sep 2003
Location: England

PostPosted: Tue Jun 21, 2005 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Domonic Hunter
Thanks Smile

@Anderwin
Thanks, and I think the turret is a good size, but I could scale it down.

Okay moving away from trains for a bit..
Here is some work I did for improving the city scenery.
I've done some touched up City Buildings (My favourite ones from the available ones)
Also I've nabbed the lights found around various city buildings, as well as add new ones to make a complete set.
However, I know Gangster has done the same for his TX, so it probably makes these now obselete Sad



City Scene.PNG
 Description:
Cleaner buildings
 Filesize:  355.97 KB
 Viewed:  42843 Time(s)

City Scene.PNG



Street lights.PNG
 Description:
Streetlights
 Filesize:  3.59 KB
 Viewed:  42846 Time(s)

Street lights.PNG



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Havoc
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Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Tue Jun 21, 2005 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice Wink. But really, the light posts are too big.

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Tue Jun 21, 2005 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

i like the street lights, better that the normal light i think, doing good, keep'm coming lol

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Muldrake
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Joined: 19 Sep 2003
Location: England

PostPosted: Tue Jun 21, 2005 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol, wow, you guys are fast to reply  Razz

I like the TSR big light-posts.. well I like the white ones, I don't like the brown ones. Also, I think they are good for lighting in a base, as its a bit realistic as you'd need huge light-posts to light up the area, and they do have them. But in the city, I think they stand out, hence I made these based from the other street ones seen in the city.

By the way, most of this stuff I'm showing was made last summer, I've been waiting to show it off for a while Wink

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Anderwin
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PostPosted: Tue Jun 21, 2005 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Muldrake wrote:

By the way, most of this stuff I'm showing was made last summer, I've been waiting to show it off for a while Wink

wow last summer :S =P

I like it.
U relly good.
Can i be a beta tester if u need 1 ? Rolling Eyes

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Clarkson
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PostPosted: Tue Jun 21, 2005 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes. the TTNK deploy anim owns. seriously. Smile And seriously..can you make better damage frames for the Pyramids? the ones SMIFF did really suck ass...

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Muldrake
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Joined: 19 Sep 2003
Location: England

PostPosted: Tue Jun 21, 2005 5:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

@ Tiberium Harvester
Told you not to say, damn it  Razz
And the pyramid damage frames, I would think they would be beyond my ability.. I can only do small modifications at the moment. Maybe in time.

@Anderwin
The beta testing for TSR would be governed by SMIFF, not me, you'd have to speak to him. But work for TSR is slow at the moment, there is no need for Beta tests just yet.

Previous comments about a better GDI HPad anim, give me an idea for it, and I might consider it Wink

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Tyler Adams
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Joined: 08 Oct 2004
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PostPosted: Tue Jun 21, 2005 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Biggest complaint is that the troops are way too big.

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Muldrake
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Joined: 19 Sep 2003
Location: England

PostPosted: Tue Jun 21, 2005 5:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Infantry are due to be reduced in size, but that is something I can't really do. Well I guess I could.. but it would take a lot, and not something I'm wanting to leap out and do Wink

Anyway, as previously mentioned, I have been working on a new tick-tank. Problem with new tick-tanks, is it deploys, so a change in voxel would need a change in the deploy anim. My voxel is a lot closer to resembling the tick tank images, in particular the one used in the TSR Cameo for it. And, I've attempted a deploy anim for it. Its not the best, and its probably not pretty.. I know it has bugs, for example varying brightness with the frames, but as I have no fancy programs or whatever, its the only way I could do.
Basically, I created a seperate model tick tank, for each part of the body, (body, turret, barrel) and then modified them until each I got an image of a slightly deployed tick-tank and used each ingame picture as a frame. The body was rotated 5' at a time, and the turret was manually offset.
I then manually worked on each frame to give the appearance that part of it was disappearing into a set layer of ground. Which is not easy to align and do, I can tell you! Razz
It took a long time, and it certainly wasn't the best way to do it, but like I said, it was the only way I could do it. It is a bit jumpy in places, and the huge difference in the first few frames comes from the first image belonging to the single-voxel tick-tank unit, and the multi-voxel unit, used for the deploying anim.

This by the way, is a recent piece of work. The voxel was done last summer, the deploy anim was done over the last week.



New Tick Deploy.gif
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New Tick Deploy.gif



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CCHyper
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Joined: 07 Apr 2005

PostPosted: Tue Jun 21, 2005 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

WHAT!! wow, that is................the best, it rules!!!!!

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Havoc
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Joined: 04 Jan 2005
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PostPosted: Tue Jun 21, 2005 6:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Beautiful! But I see some SHP->GIF errors in the pic. Congrats here too, you just made 100 posts like on TumSun.

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Muldrake
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Joined: 19 Sep 2003
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PostPosted: Tue Jun 21, 2005 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't worry, I have the bmp files still saved, the gif is only being used to show the anim. I am still trying to add shadows and make sure the remap colours are okay. so there is still work to be done. And thanks very much for the comments!  Very Happy
And yeah, 100 posts. I didn't comment on it though, as everyone has far more than me, so everyone would think I'd be stupid if I celebrated it Laughing
My posts are few are far between, I usually reserve for when something really gets my attention for me to post, so if you get a post from me, feel honoured  Razz

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christophski the great
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Joined: 21 May 2004
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PostPosted: Tue Jun 21, 2005 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

ooh sweet Very Happy

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Tyler Adams
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PostPosted: Tue Jun 21, 2005 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

You don't need to resize the infantry yourself. In fact, I can't even find it being hard to resize them. I did it in about, say, half an hour, including finding & extracting them.


Hmm.. About the Helipad anims..

*gets out BS SHP builder & XCC Mixer*

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Clarkson
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PostPosted: Tue Jun 21, 2005 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

i did it in 20 minutes with OS,including WEED.shp. #Tongue

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Muldrake
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PostPosted: Tue Jun 21, 2005 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, fine I must be wrong. I assumed you had to manually resize all the infantry frame by frame which would take forever.
Ah well..
Updated Deploying Anim:



New Tick Deploy2.gif
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New Tick Deploy2.gif



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Anderwin
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PostPosted: Wed Jun 22, 2005 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah i like this beter.
Mabye do the turret a litter more longer? ( is dont look it's will fire shomthing  Rolling Eyes )  i mean the turret is too small too a big bullet. but do what ever you want but i like it  Wink

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Clarkson
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PostPosted: Wed Jun 22, 2005 5:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

It STILL looks a little weird on the first 1-3 frames,but other then that its rather lovely. Smile

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Anderwin
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PostPosted: Sun Jun 26, 2005 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Muldrake can wer got some ingame ss from the tick tank?

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Havoc
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PostPosted: Sun Jun 26, 2005 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's no need. It looks the same in the game.

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Muldrake
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Joined: 19 Sep 2003
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PostPosted: Sun Jun 26, 2005 10:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm sorry, I haven't been able to work on much recently, due to work and revision. I'm going to be inactive for a couple of weeks now, due to final exams, and a friend staying over. I maybe online to check up on things, but I won't have the time to work on anything. When I'm back I'll start work again.

In the mean time, a few pics to keep your appetite going:



new nod repair bay.PNG
 Description:
Made from scratch (pretty much) a new art for a Nod Repair Bay. I've only done this frame image so far, as it took me forever to make a model to which I felt reflected the concept. And its not easy considering this is all drawn, not modelled.
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new nod repair bay.PNG



new gadept.PNG
 Description:
SMIFF previously worked on a new GDI Repair Bay based on the concept, and I absolutely love it. I've added a bit more to it though, the GDI logo. All frames are done for it, normal, damaged and active, and in both theatres.
 Filesize:  2.36 KB
 Viewed:  42525 Time(s)

new gadept.PNG



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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Jun 26, 2005 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

thay are quite good, but i like the GDI one more. the NOD one looks to out of place, but the gdi one i like alot Smile

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