I'm just a little foxie.
How many people thought of Firefly when they read the title?
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.
Yay, a British unit.
I know what you mean, the only reason I got RA3 was to mod it.
I'd just like to make an addendum:
The Siege Chopper deployment is coded, it acts like an MCV in that you press the deploy button then select where it sets up.
1. The osprey is actually a weapon, and will launch when the Destroyer attacks a sub.
2. I think you mean the Siege Chopper, and I'm not sure yet, not got round to it's artillery cannon yet.
3. The Desolater wasn't campaign only, it was the Iraq special unit. But things like the Cosmonaut will not be in skirmish.
v0.2 of the Mapping Pack is progressing nicely.
This version will include more updated cliffs, piers and water bridges.
The biggest change of all, is that you will be able to use the pack as a playable mod with the default factions.
1. No idea, not done any work on Yuri.
It'll be done when it's done.
Release Date: TBD.
Good news; the drive can be recovered, but won't be back till next week.
Quick bit a news:
I have to stop working on the mod for abit;
My D drive, where I kept RA3 installed has gone kaput.
This means I can't do any testing for coding and graphics.
And no, I am not accepting testers.
It will be released when it's done.
Does it stealth itself, or acts like it does in TW and not?
Is there a way to auto load them via launch options?
You sir, are a mod saver.
That fixed the problem right away.
Sort of stopped at the moment.
My RA3 being extremely weird and not showing any mops or playable factions in the game setup.
Whether I'm playing a mod or not.
Just because he has a helmet I bet.
Oh good, someone else who notices this is based on the Metropolitan Police Force.
What's with all the America based comments??
It didn't just make stuff cheaper, it also made them quicker to build (as a consequence of being cheaper because build time is 2% of the cost) by 25%.
The Quay walls were always there, they just didn't have a build button in the beginning (was accidentally left out), you could use the dropper tool to get them for building before the button was added.
Very lazy April Fools this year.
It's been on hold longer before.
I hope they get changed to the TS MagLev tracks
Is the track just a placeholder?
I'm currently working on it on my own.
I am working on this and one of my other mods.
And no, there will be no 'early' release.
Unfortunately it would not.
Need a tissue?