Good stuff, I love it. (even tho I didn't really care for TS style)
Posted: Sat Jun 07, 2008 7:24 pm
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Oshog General
Joined: 02 Sep 2005 Location: Sofia, Bulgaria
If I'm not wrong, these are all DonutArnold's models, no?
Still, your combined work is amazing.
Posted: Sat Jun 07, 2008 8:33 pm
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Gangster Commander
Joined: 11 Jun 2004 Location: Moscow, Russia
Gosho... indeed some of Nod models have been originaly done by Donut and refined later by me: Power Plant, Tiberium Silo.... and others that will be shown here later:P
Suiseiseki Actually yes. That was not easy.. but this is not a hardes building i am worrying about Tech Centre
Posted: Sat Jun 07, 2008 9:05 pm Last edited by Gangster on Sat Jun 07, 2008 9:14 pm; edited 1 time in total
i'll definitely be downloading this mod when its out
Posted: Sat Jun 07, 2008 9:10 pm
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GTA SA Modding love the power of it BEAST :p
The best of the best with modding has to be
C&C TS/FS and C&C RA2/YR
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OmegaBolt General
Joined: 21 Mar 2005 Location: York, England
*waits for Temple*
Posted: Sun Jun 08, 2008 12:08 am
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DeathMummy Rocket Infantry
Joined: 07 Apr 2007 Location: Turn Around.
He had me fooled...i thought this was TS mod!!
Utterly brilliant!
(Show's i havn't seen any of this stuff yet )
_________________ The Evil Power Of the Shelby Mustang GT500Kr
Metal Gear Online it old and it's still the bomb
GTA SA Modding love the power of it BEAST :p
The best of the best with modding has to be
C&C TS/FS and C&C RA2/YR
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Gangster Commander
Joined: 11 Jun 2004 Location: Moscow, Russia
And while i am working on temple of Nod. Let me show stuff we have already done.
ah, yes, almost forgot.. about showing models itself.. i'll upload few for reseach soon
Posted: Thu Jun 12, 2008 9:18 pm
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Suiseiseki Commander
Joined: 06 Oct 2003
pretty shiny, any chance of seeing it rotate?
Posted: Thu Jun 12, 2008 9:46 pm
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Destiny President
Joined: 02 May 2006 Location: Singapore
It must rotate or PPM will be your spectre and haunt you
Posted: Fri Jun 13, 2008 4:32 am
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SaneDisruption Scorpion Sniper
Joined: 14 Feb 2007 Location: California, USA
very interested to see who the voxeler will be for this great project, whoever it will be should definately be able to compliment gangster's fantastic buildings with their own fantastic voxels, good luck to you on this mod gangster its all looking quite great
Posted: Fri Jun 13, 2008 4:50 am
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Gangster Commander
Joined: 11 Jun 2004 Location: Moscow, Russia
Finaly have found time to put some updates here
Posted: Sun Aug 10, 2008 8:53 am
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Lin Kuei Ominae Defense Minister
Joined: 16 Aug 2006 Location: Germany
as always great work.
though the emp looks a bit less detailed than the other buildings. the red turret part is a bit plain and the cannon quite small imo.
Joined: 18 Feb 2005 Location: Denton, Texas Military Branch: US Army Unit: UNT ROTC Battalion Posts: Does it matter?
wow man. That's some seriously impressive work.
Posted: Sun Aug 10, 2008 9:56 am
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Destiny President
Joined: 02 May 2006 Location: Singapore
Hmm...
I'm sure:
"The silo doors are closed! This is suicide! *Kaboom*" does not exist?
Very impressive work.
Posted: Sun Aug 10, 2008 10:05 am
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Aro Alcohol Fueled
Joined: 10 Sep 2006 Location: Birmingham, UK
Out-standing! Excellent work, though as LKO said, the EMP Cannon seems less detailed than the rest of the structures you've made. Overall, fantastic work.
Personally, I think all of the buildings are perfect. Even the EMP.
Gangster, are you going to make one for GDI too, or will you follow the original plan of Nod-only EMP cannon?
Posted: Sun Aug 10, 2008 4:48 pm
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Gangster Commander
Joined: 11 Jun 2004 Location: Moscow, Russia
Quote:
Gangster, are you going to make one for GDI too, or will you follow the original plan of Nod-only EMP cannon?
Well..How do you want it to be? And not only EMP. I d like to hear your opinion about Refineries, CYs, light infantry and other stuff.
Posted: Sun Aug 10, 2008 5:06 pm
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Gangster Commander
Joined: 11 Jun 2004 Location: Moscow, Russia
Double post. Sorry.
Ahem! Guys!
Most beautiful (too me) Nod building. THE War Factory!
Cheers Donut . Good job!
Posted: Fri Jan 08, 2010 9:51 pm
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Orac General
Joined: 11 Jul 2008 Location: New Zealand
They're all pretty sweet. I, personally, love the EMP cannon and HoN, but the WF is great too..
Posted: Fri Jan 08, 2010 9:55 pm
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Crimsonum President
Joined: 14 Jul 2005 Location: Arcanum
The WF is so I ztyping great, I want it to TS immediately!
Posted: Fri Jan 08, 2010 10:12 pm
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Vefbl4 General
Joined: 07 Feb 2007 Location: Latvia, Russia
WOW! =))
It's so clean!But you forgot the windows on the top of the door.
Posted: Fri Jan 08, 2010 10:16 pm
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Gangster Commander
Joined: 11 Jun 2004 Location: Moscow, Russia
heh dont worry. it looks clean on clear ground but dirty on pavements
Posted: Fri Jan 08, 2010 10:23 pm
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OmegaBolt General
Joined: 21 Mar 2005 Location: York, England
Some awe right there.
Posted: Fri Jan 08, 2010 10:37 pm
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Gangster Commander
Joined: 11 Jun 2004 Location: Moscow, Russia
Again WF. Now with windows above doorway, just like on WW consept.
Good or drop?
Posted: Sat Jan 09, 2010 12:40 pm
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Vefbl4 General
Joined: 07 Feb 2007 Location: Latvia, Russia
GOOOOOD!!
I just had an idea. How about adding white lines. That way it will look like there are fluorescence lights inside.
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Posted: Sat Jan 09, 2010 1:44 pm
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Crimsonum President
Joined: 14 Jul 2005 Location: Arcanum
Quote:
That way it will look like there are fluorescence lights inside.
A good idea. Don't forget to make them flicker when the factory is damaged
Though, I'm not sure if the black beneath the girder frame is supposed to be a transparent...I thought it was the colour of the roof... :S
There could also be some rotating lights, like in the side of the Con. Yard, to help people see that they actually are windows and not steel panels
Posted: Sat Jan 09, 2010 3:53 pm
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Gangster Commander
Joined: 11 Jun 2004 Location: Moscow, Russia
Nah. IMO War Factory is okay as is now.
and..
Another DonutsArnold's creation. This time almost without editing : )
Base defences on line!
Posted: Sun Jan 10, 2010 11:23 am
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Vefbl4 General
Joined: 07 Feb 2007 Location: Latvia, Russia
Well,ok. I do thought it would look more alive that way.
New model. Do like.
Posted: Sun Jan 10, 2010 11:54 am
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Gangster Commander
Joined: 11 Jun 2004 Location: Moscow, Russia
In game, when there will be alot of blinking, acting stuff besides WF itself, it will looks perfect. Trust me
Posted: Sun Jan 10, 2010 12:04 pm
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Vefbl4 General
Joined: 07 Feb 2007 Location: Latvia, Russia
Ok.
Btw, will units be shp or voxel?
Posted: Sun Jan 10, 2010 12:07 pm
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Gangster Commander
Joined: 11 Jun 2004 Location: Moscow, Russia
I dont have a sort answer.
I do like voxels because of it simlisity, but i dislike how YR render it comparing to TS.
If i ll release it on YR+Ares platform then definatly voxels. Of corse can't mention that i have had a plans on yours Lost Relic Engine, but i dont know will it be a able to simulate TS logic or will you add a voxels support.
Posted: Sun Jan 10, 2010 12:18 pm
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Vefbl4 General
Joined: 07 Feb 2007 Location: Latvia, Russia
Well. TSLR engine shouldnt have voxel support. We thought of making slopes and enable shp units to drive on them properly. But, then there should be like millions of unit facings, on those slopes. Thats tonns of work only on one unit. So slopes will be removed.
Posted: Sun Jan 10, 2010 1:37 pm
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Pepzi Railgun Soldier
Joined: 26 Nov 2004 Location: The Martian Giza
vefbl4 wrote:
So slopes will be removed.
What will be instead? Will rising above cliffs work in a slightly different way?
Like this except that the edges won't look like "a knife cut through"?
Posted: Sun Jan 10, 2010 4:04 pm
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OmegaBolt General
Joined: 21 Mar 2005 Location: York, England
I expect the cliffs will just be flat graphics like TD/RA1 etc.
Posted: Sun Jan 10, 2010 4:46 pm
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Gangster Commander
Joined: 11 Jun 2004 Location: Moscow, Russia
Hm. yeah, as people have noticed RAII will not use a voxels or slopes but..
Why you not keep slopes and add voxels? Imagine.. all this kewl grafix above and your code..
WE COULD RULE THE WORLD!!! :O
Posted: Sun Jan 10, 2010 5:29 pm
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Holy_Master Commander
Joined: 21 Jul 2004 Location: Thailand
my mod use full shp and i have no problem with slopes. my beta tester [4 people] don't have any problem with it either. Gangster you can try if you want .
Posted: Sun Jan 10, 2010 5:36 pm
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