8-Core Nehalem Mac Pro.
8-Core Nehalem Mac Pro.
It's good, but I'd say a few more decals are required (Nod logos, Flame Hazard symbols on the tanks etc.). As it is it looks rather plain.
Not sure I like the huge "EU" legend on the top. It rather screams "BOMB ME!"
Hoorahh! Better in every way to the previous version. Every way.
Yes, that was the Cyborg Commando, not a first person view from the Recon Bike.
I can see where Renardin's coming from. Yeah, the model and texture are both very nice, but the design is horrible. As I remember it, in Renegade, Nod had Sandbags, Barbed Wire, and a Concrete Wall. Not "Uber-Futuristic-Super-Mega-Wall-Of-Death". They don't even have walls this advanced by the age of Tiberian Sun. More simplicity please.
Wouldn't it be possible to set the Demo Truck as an infantry unit that was built from the War Factory? I seem to remember another mod did this with Volkov; Classed as infantry, yet still built from the War Factory.
This is really getting ridiculous.
Well I do worry, because you seem to be labouring away under the delusion that planes are possible, and RTS models look good in an FPS.
Also, many of you pictures of planes. Which, incidentally are completely impossible in the Renegade engine. At least, not without severe instability and becoming extremely crash prone.
Laubei's model from Scud Storm were simply the EA Pacific originals imported into Renegade. That is why they look absolutely horrible. The models and textures were made for an RTS game, where the units are seen from the sky. In an FPS like Renegade, things are seen from much closer. You are going to have to remodel and retexture everything, wether or not EA lets you use the models, which I highly doubt, simply because they look foul.
Err... Correct me if I'm wrong... But none of the work in the image gallery is original. It's all ripped from EA Pacific.
MathK1ll, those aren't renderings. They're ingame screenshots, edited to add the icon effect. No rendering or shading effects have been added post-process.
Sorry... What are we looking at here? What's the point of posting this? All it shows is a character model we've seen before, and a poorly textured, boring invironment.
The things the APB Team have done with the engine, and the art assets, are truely amazing. Stuff being achieved now was thought impossible with the ageing W3D engine even six months ago. The speed and skill of the team continues to astound me to this day, and I feel privilidged to have been a part of this effort. The community continues to grow day by day, and again, I personally feel that the A Path Beyond Forums are probably the funniest, most coherent, and above all most dramatic forums I have ever been a part of.
It is needless to say that, that APB is my #1 nomination for Mod Of The Year, as it has been for the past three competitions. So thank you, APB team, for consuming about four years of my life. You're welcome to them!
Nice models/textures.
And a nice render to boot!
Do I get awesome staffness?
We're following Valve in Episodic releases. At the moment, Rogue Threat will be split into three episodes, each significantly longer than Half-Life 2: Episode One.
Rogue Threat: Episode One isn't too far off, touch wood.
The Engineer is a 500 Credit one-shot unit. He can replenish a building to full health with one shot on the Master Control Terminal. He is more than worth his price. If you want bog standard repairing, use a Technician.
Shouldn't you fix the first one before moving on?
Hmmm...
Good luck with this.
Looks a bit too long, and I can see how it would open to allow the Nighthawk to exit, but otherwise fine.
Looks mostly good, but the hopper looks slightly too small. It was longer in RA2.
I get a "Direct Link Voting is Disallowed" message. It tells me to vote via the mod profile, but if I do so, I still get the same error.
Actually, it was in Valve's original concepts; Point of View and Azure Sheep just re-introduced it.
We're always open to suggestions. What do you think could be improved?
matrixnut42
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