I'm just a little foxie.
Because it's made of concrete :P
THe old model was, but then it got got a remodel when we switched engies.
Nope, it might have appeared that way do to the way it was highlighted for lighting in RA2.
That's a nice everything you've got, be a shame if something happened to it... Ssssssssssssss
Ballistic Missiles (V3 and Dreadnought)
It's the same size as it was in RA2, so that's how it's staying.
It is the correct Size and will not change.
Technically it's steam, need to make a new FX for a more industrial smoke (very dark, almost back).
That's what they have on.
Same thing it's always been doing; generating power.
Yeah, but the polycount IS over Nine Thousand;
Because it's 11,029 polys.
It doesn't 'toggle'.
It will only have a single turret.
No, parts of the crane in RA2 had wasp stripes along the edges.
Those will come into play on the texture.
Or, you can just buy 1 Yuri Clone and take you're "batteries" from the enemy.
TD's aren't infantry, so no.
The code was already working with a bug.
And, as with most bugs or hard code limits, modders found a way around it.
Myself and a couple of other modders have created a 'hot-fix' for the bug.
It's not perfect, but if better than nothing.
Not sure what you mean by this;
Ether you're gonna use Kirovs to attack it, or attack Kirovs from within it (which is not possible).
Not heard or turn limitations?
The rear gun only covers the rear of the unit.
I never said the shield generator was bulky
The Rail cannon has a longer range, and stealth detection. But it requires more power and does lower damage due to it being only a single shot (Plasma Cannon has two shots and thus does more combined damage).
Both are able to shoot over walls.
Other way around.
you mean a minimum range?
yeah, it's gout about 4-5 aquare min range
It adds a 25% increase to miner drops.
So the allies get $625 instead of $500, so after 20 drops, you're in the profit.
What's it's special ability going to be?
that will be added when it's being textured
Aren't those measurements a little big?
Or are you not using 3ds units as the size.
If you are they are really big.
Being that a single grid square in RA3 is 30x30 3ds units.
So 2x2 = 60x60, leaving 70 units of the platform each side of the building unused.
No, I just picked appropriate looking ones.
That vid was made before a bug fix.
In the vid, the lightning doesn't have much of a delay between each strike, this was because of a slight coding mistake I made.
This has been fixed and the lightning doesn't strike as much any more.
Their map is a remake for RA3. Mine is a 100% clone of the RA2 one, right down to the number of grid squares.
They didn't shoot faster, they just got a 20% attack damage increase for each link. Just like in RA3
But, unlike RA3, RA2 can link upto 8 times (RA3 is 2 max).
If you get me on MSN, I'll be able to help you out.
Darkshield only uses wheel propulsion.
And what is this "'something' else" your talking about?
It should allready be there
only thing wrong is the wheels.
waaaaaaay too many of them.
look at real life tanks to get a more realistic wheel placement
i Think it would use the RA1 demo truck voices
waaaaaay too high
the descrioption is still of the palidin
Have you even checked to see if EA has fixed the code they broke for the aircraft?
In C&C3, they broke the landing code.
when landing, the planes droped out of the sky in an instant.
Left -> RIght;
Anit-Infantry -> Anti-Air -> Anti-Light vehicle
Nice, id the chainline modeled induvidually, or is a plain with a chainlink image on it?
Don't mind if I dooo
I love that part.
At the moment, yes.
Untill all the factions have had everything planed out and made, upgrades and spacial powers won't be thought up
being able to configer the controls would be nice.
The current ones are hard to use.
We're gonna make it like RA2, with the textures on the vehicles have details.
The ant missions were fun, and got a full set of FMV's for the playstation release of RA: Retaliation
ingame, the microstar will be fully animated, including solar flares.
Not all Factions will gwt a Titan, the Tau and necrons don't have one.
They'll get something else that's equelly big.
Pitty I didn't understand most of the writing.
Looks good, just needs a bumpmap for the details now
It's ment to be seen ingame, not to look pritty.
This is an ingame pic:
And the STILL havn't added terrain.
It's there MCC (Medium Combat Chassis) with the Palidin turret upgrade.
the 909 is backwards on the NOD harvestor
ConRed is useing the ingame .shp files and the .vxl files for the models and textures, NOT the cameos/instalation pics/FMVs/Concept Art.
Their final apearence was in season 3 episode 1, then they vanished for some reason.
I suck at modeling Organics (humans, animals, trees, ect.).
I'll have to get a seperate modeler for that.
Yes, but bump mapping can't go vary deep/high
Could we talk on MSN?
One of my mods uses a simaler resource system.
I love foxes.
USA, China and GLA are not in this mod.
Yes, yes it does.
It's called detail.
It's on some of the maps.
Only the Sentry Gun has a skin.
I would of had some Yuri renders done ages ago, but i ain't got a grapic artist to make a new combar/renderbar
Unfortunatly, getting Biks (the vids used in RA2 and Gens) to play on the shell maps is not possable.
That is a static image.
This one is the quickstart version of the game.
When i make a propper shell map, the city image will not be there, you will be able to see the map that will eventually go there.
And thanks for takign the tiem to comment.
And will the one of the symbles(the Point of Orogin one) be diferant for each map?
Why are there 4 barracks and 4 war factory in the commandset?
Well, if they are too big, then it's ModDB's fault.
It says in the help file that you can use the tag inside news posts, if it's too big, then you need to edit your script.
the reason it looks like that is because world builder has steached the image(stupid thing).
it looks long because you are seeing a side on Rhino in a steached pic.
if you look at the normal ingame shots, you'll see it's size is more proportionate.
Ah, my eyes
the colour, they burn
It is something I am working on.
Currently on my own.
The guy who was doing the Soviet skins, has vanished.
Nah, recently learnt a way to make proper UVmaps and also learned how to make ambient ocultion maps.
These combined with my semi-intermediate photoshop skill make these skins.
I actually got the civy bunker's sandbag colours wrong (fixed them now), they were supposed to be near black.
Apple or strawberry?
There's a hatch on the top
Don't need to, we got all the objects planed.
What do you mean?
That won't be fore a while.
I actually remade the cliff's height, so I got to do some map work as well as the cliff models.
No it's not.
It's based on the cameo I extracted from the game.
It wasn't changed without notice, the main host (.net) went down without reason and the forums were put up on a temp host (.org)
The Hosting site went down, and we haven't got it back up yet.
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.
It looks exactly the same as the other 2 pics, a cloud of dust.
I've actually never imported a model for any of my mods, not even when I first started.
What's the point of putting a CTOL aircraft into a game where only VTOL aircraft will work due to broken runway code?
That's 2PM GMT.
Also; to those that think that the TT in RA2 was the same size, nope.
The TT in RA2 was a guy in a rubber suit was some armour on top:
Whereas the guy in RA3 has a full metal power armour type suit;
A large tin can tough.
I'm ****** off with people like you.
If a mod doesn't update at least once a week, you assume it's dead.
Tiberium Can't grow in deserts (hot or frozen), is slowed by cold climates and has adapted to be Tiberium algae in water.
Unfortunately; No it can't.
This is something that took a LONG time to get working in ConRed.
The 2 modules are not compatible.
To be honest, it looks abit too much like the Vacuum bomb's silo.
Ah-ha, so this is what you wanted the sub-structure code for.
Is the track just a placeholder?
Render updated with new normal map.
From my understanding, it's a bunch of stuff from multiple games slapped together with no rime nor reason.
Will not download.
Nope, the settings are at their highest.
But EA made it so that textures shrink ingame.
Compare the renders to the ingame pics and judge for yourself.
Also, this pic is now officially old.
The textures have been modified since the time of the pic being taken.
I decided to remove the grime layer from the Rhino.
We don't have an FX artist, so it's just using the super reactor FX.
It does it like in RA2, playing the anim after you've placed the structure.
Correct, there are no diagonal hard edge texturing.
This wouldn't be a problem, except the build grid(and thus the RA2 one) and texture grid are at a 45 degree angel from each other.
Meaning all the 'edges' of the build grid are actually diagonals on the texture grid, forcing me to do blending.
It only landed when picking up units in RA2.
What code modules do you plan to use to make the TCN?
Wow, the only one so far to get it right.
How hard can it be? He has a kilt.
It brought the same amount.
The CM had half the capacity, but it teleported back so it only made half the journey.
Don't know how to limit to only 1 at a time.
you could use 3d ripper DX to get the model.
But it would be simpler to model it and use a seperate draw modual linked to the turret bone.
no, it dosn't.
My mod is a Codex based game.
If it's in the latest codex (or a suplament; eg. Imperial Armour), then it MIGHT (empasis on might) get into the mod.
The main focus of th emod is to make it more like the actual table top game when it come to content.
The Imperial Guard were EXTREAMLY lacking in content when compaired to what they can have, so they are getting some of their missing stuff.
Some stuff is also getting a remodeling to more acurately resemble the Warhammer univerce.
For example, the Imperial Guard's technology is built mostly by civilians rather than forge worlds.
So some of their structures have been changed to be civilian in design, like the Manufactorum.
Condition Red has been in development for over 4 years.
I started it as my own idea, i didn't get into ANY mod comunity untill a few months into development.
So i did NOT copy anyone, it's just a popular design.
And as far as i know ConRed is the only RA2 mod on C&C3 PAST the concept stage.
I beleave they might have forgoten about their ModDB profile.
Go here for pics and info: