I'm just a little foxie.
"Release Date TBD"
When we have some to add.
The mod's profile, the page you are currently on.
All this information is already available on the profile.
What do you mean?
It's a mapping file.
It's not meant for playing.
Ingame pic: I.imgur.com
That is the plan.
In-game pic: I.imgur.com
Short range rocket launcher, for anti-building.
This is like the Tank Destroyer, in that it's good against one type of armour and crud against the other two.
This does way more damage to buildings than the V3.
Status report: I'll make an update when I update.
Assume the mod is not dead until I make an announcement stating it is.
This is awesome, will you give it the ablative armour ability?
8 player maps will not be made to begin with.
6 player versions of the maps might appear later on.
Yes, there is an RA3 SDK, plus user made tools too.
How many people thought of Firefly when they read the title?
Except in RA3, you can't have just the needed hub connections.
It's not dynamic like in RA2, just a static model.
In-game screen cap: I.imgur.com
Just multiplayer & skirmish to begin with, with campaigns added later.
Still on my own.
It's not dead.
How about just have it be a Lance fired from and orbiting ship?
Mostly get it now, just 1 more thing;
What's the Infinity?
I don't get it, how's this an April Fools joke?
Shouldn't this be X-301?
It never went into production to get the 'F' designation.
Ah, well I've not played SC2 (nor do I plan to).
To be honest, this seems kind of like you're ripping me off.
This is literally the same as the Relay Node from Sigma Invasion (concept and implementation wise);
I don't care if you do use this method, it's a good way to control base build radius.
A large tin can tough.
Unfortunately; No it can't.
This is something that took a LONG time to get working in ConRed.
The 2 modules are not compatible.
Ah-ha, so this is what you wanted the sub-structure code for.
I believe they were ripped out of mech warrior.
It's a good game, yes.
But it is not a command and conquer game.
Because of that, I don't treat it as such and just have fun with this non-CnC rts.
What's the Poly count?
The models were already UVmaped, so I just got a appropriate texture from google and recoloured.
how many polys is this?
Pic updated, I forgot the remake the missile before I uploaded the last version.
It's black and takes a reeeeeeeeeeealy long time to grow back (not possible to set it to not grow).
But it's still Fog of War and not shroud, EA broke the shroud.
I've no idea how they're done in RA3.
I just make them like this for render purposes.
2 rotors at the same height.
What some modellers forget when they make this, is physics.
You can't have the rotor spin the same way (e.g. clockwise), so I reversed the tail rotor model and animation.
Yes and no.
Yeah, I need to get a detail mapper who can fix the ramps and do texture details.
I'm currently working on a special road piece for the ramp locations, it's currently just using a pair of normal 2x straight pieces.
Yeah, but I still need to come up with a design.
Apart from the scoop details (Taken from Apocalypse Rising) and the gun design (Taken from concept art), it's identical.
The only reason those items are different is because they were too small on the voxel to make out.
The only buildings that had a limited garrison, was the houses and smaller structures.
Everything else could hold ten troopers.
Well, a flame-thrower fires a flammable liquid, but it's the same concept.
And it's super heated gasses (that's what plasma is, think the sun).
SI will not be using the Water build system or a navy system...... well, not a conventional navy anyway.
The close range defence are:
Cannon Defence battery
Rocket Defence battery
Upgraded Wall Turret
SI was started YEARS(in 2003) before RA3 was even in the concept stages(I think).
When it's done
They don;t have proper names.
But ingame they will have generic names, e.g.; Office, Warehouse, ect.
Forgot I had skinned this already for Gens:ConRed.
What's the point in doing it in sketchup when you require 3D Studio Max 7-9 (not 2007-2009) to actually export the model into the required game format?
And note that 3dsmax costs ~$3000.00 to get.
just wondering, where's your av from?
Other source of funds, smiler to ore.
I have to agree, that one seems more fitting to the Tau'ri's art style.
based on the Chronosphere from this concept:
and in real life too
I do have an idea on how to make it work like in RA2.
Ummm, isn't that a trebuchet?
It's eye-candy, like it was in RA2.
Yes, the grizzly had a machinegun on it's turret in RA2, that's why I added it.
I just have 1 sugestion, move the vertex along the edge of the blades so they meet at a point.
The empires water bound conyard has over 11k polys
Bottom Right FTW
Why would the FBI come to a British citicen about a British Aircraft?
Yes, the Harrier is a British aircraft, not American.
But it's so awsome at it's job, the US navy use them (they're mostly used on aircraft carriers)
paint dosn't reflect, unless it's matalic paint.
A little info:
The Kirov bomb rack is animated ingame, the lowest bomb moves down and rotates as it does, the bombs abouve it move down the rack to their new places.
The Concept art has 5 tubes.
what do you think?
vary good, but some of the text went by too fast to actuly read.
Medium Laser actuly, Darkshield only have Missiles and Howitzers are Projectile weapons, the rest are Lasers of varying power.
Just curious why you're calling the Terror Drone an arachnid, it's only got 4 legs.
Anyway, I love the Flame' Turret.
Vary RA2, with a reminiscence of RA1.
Will you be adding borg fleet?
The story is out of date,
This mod is a Revamped version of RA2,
This will have the RA2 campains as well, including a Yuri campain, allthough this campain is shortter than the Allied and the Soviet campain, it is just one of the addition we are making.
The reason the Yuri campain is shorter is because the Allied and Soviet campains are bath RA2 and RA2:YR.
We will be adding more units and structures, as well of generals.
For more information goto the Planet Sigma XII forums.