I'm just a little foxie.

Comment History  (90 - 120 of 893)
Slye_Fox Sep 11 2012, 11:33am replied:

Pointless comment.

+7 votes   article: Downtime
Slye_Fox Aug 29 2011, 10:38pm replied:

Because it's made of concrete :P

+3 votes   media: Allied Reinforced Gate (closed)
Slye_Fox Aug 27 2011, 7:09am replied:

THe old model was, but then it got got a remodel when we switched engies.

+1 vote   media: Allied Patriot Missile System
Slye_Fox Aug 18 2011, 8:49am replied:

Nope, it might have appeared that way do to the way it was highlighted for lighting in RA2.

+1 vote   media: Allied Concrete Walls
Slye_Fox Apr 1 2011, 12:52am says:

That's a nice everything you've got, be a shame if something happened to it... Ssssssssssssss

+16 votes   media: New Vietnam Content (April Fools)
Slye_Fox Feb 17 2011, 5:19am replied:

Good memory.

+5 votes   media: Soviet Radar Tower
Slye_Fox Jan 19 2011, 9:09am replied:

Ballistic Missiles (V3 and Dreadnought)

+2 votes   media: Soviet Sea Scorpion
Slye_Fox Jan 5 2011, 8:51am replied:

It's the same size as it was in RA2, so that's how it's staying.

0 votes   media: Soviet Mayhem
Slye_Fox Jan 5 2011, 8:31am replied:

It is the correct Size and will not change.

-4 votes   media: Soviet Mayhem
Slye_Fox Dec 30 2010, 10:48pm replied:

Technically it's steam, need to make a new FX for a more industrial smoke (very dark, almost back).

+3 votes   media: Guarded Soviet Industrial Plant
Slye_Fox Nov 24 2010, 6:51am replied:

That's what they have on.

+1 vote   media: Soviet Base Entrance
Slye_Fox Nov 9 2010, 6:30pm replied:

Same thing it's always been doing; generating power.

+4 votes   media: Soviet Nuclear Reactor
Slye_Fox Nov 6 2010, 11:14am replied:

Yeah, but the polycount IS over Nine Thousand;
Because it's 11,029 polys.

+3 votes   media: Soviet Nuclear Reactor
Slye_Fox Oct 12 2010, 8:59pm replied:

It doesn't 'toggle'.

It will only have a single turret.

+1 vote   media: Skined - Darkshield Tu’Ha Turret
Slye_Fox Aug 15 2010, 4:12am replied:

No, parts of the crane in RA2 had wasp stripes along the edges.
Those will come into play on the texture.

+1 vote   media: Soviet Construction Yard
Slye_Fox Jul 21 2010, 11:01pm replied:

Or, you can just buy 1 Yuri Clone and take you're "batteries" from the enemy.

+1 vote   media: Yuri Bio Reactor
Slye_Fox Mar 31 2010, 1:27am replied:

TD's aren't infantry, so no.

0 votes   media: Soviet Flak Track
Slye_Fox Mar 29 2010, 4:19am replied:


+2 votes   media: Allied Reinforced Gate (closed)
Slye_Fox Mar 3 2010, 7:40pm replied:

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.

+5 votes   media: Resource Gold Ore
Slye_Fox Feb 14 2010, 2:11am replied:

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).

+1 vote   media: Civillian Apartment A
Slye_Fox Jan 16 2010, 1:53pm replied:

Not heard or turn limitations?
The rear gun only covers the rear of the unit.

+1 vote   media: Battalion V - Plasma Bomber
Slye_Fox Jan 16 2010, 12:52pm replied:


+1 vote   media: Battalion V - Nanolathe Harvestor
Slye_Fox Jan 10 2010, 10:01am replied:

I never said the shield generator was bulky

+1 vote   media: Battalion V - Shield Wall
Slye_Fox Jan 9 2010, 1:30pm replied:

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.

+1 vote   media: Battalion V - Defence Tower
Slye_Fox Jan 9 2010, 8:39am replied:

Other way around.

+2 votes   media: Battalion V - Defence Tower
Slye_Fox Dec 15 2009, 12:41am replied:

you mean a minimum range?
yeah, it's gout about 4-5 aquare min range

+1 vote   media: Remodelled - P.D.F. Mega-Cannon Artillery Battery
Slye_Fox Nov 15 2009, 5:25am replied:

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.

+2 votes   media: Allied Ore Purifier
Slye_Fox Oct 19 2009, 6:19pm says:

What's it's special ability going to be?

+1 vote   media: October 19th, 2009
Slye_Fox Oct 19 2009, 1:23am replied:

that will be added when it's being textured

+3 votes   media: Soviet Battle Bunker
Slye_Fox Sep 22 2009, 3:09pm replied:

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.

+1 vote   media: Naval Base Support Structures
Slye_Fox Sep 22 2009, 12:43pm replied:


+1 vote   media: Civillian Office A
Slye_Fox Sep 22 2009, 11:22am replied:

No, I just picked appropriate looking ones.

+1 vote   media: Map - Downtown (4)
Slye_Fox Sep 22 2009, 11:20am replied:

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.

+1 vote   media: Civilian Gems
Slye_Fox Sep 20 2009, 10:01am replied:

Their map is a remake for RA3. Mine is a 100% clone of the RA2 one, right down to the number of grid squares.

+1 vote   media: Map - Downtown (4)
Slye_Fox Sep 6 2009, 8:25pm replied:

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).

+1 vote   media: Tesla Therapy
Slye_Fox Sep 6 2009, 12:13pm says:

If you get me on MSN, I'll be able to help you out.

+1 vote   article: Shock Therapy looking for modellers.
Slye_Fox Aug 10 2009, 10:07pm replied:

Darkshield only uses wheel propulsion.
And what is this "'something' else" your talking about?

+1 vote   media: ReSkin - Darkshield Ki'Ca Super Laser
Slye_Fox Jun 22 2009, 1:48pm replied:

It should allready be there

+2 votes   media: Allied Weather Storm
Slye_Fox Jun 18 2009, 9:00am says:

only thing wrong is the wheels.

waaaaaaay too many of them.
look at real life tanks to get a more realistic wheel placement

+2 votes   media: Medium Tank
Slye_Fox Jun 7 2009, 9:26am replied:

i Think it would use the RA1 demo truck voices

+1 vote   media: Confederate Demo Truck
Slye_Fox Jun 6 2009, 10:45pm replied:

waaaaaay too high

+1 vote   media: 3D Version Of The Tank Design
Slye_Fox Jun 6 2009, 7:43pm replied:

the descrioption is still of the palidin

0 votes   media: American Tomahawk
Slye_Fox May 4 2009, 12:37pm says:

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.

+1 vote   media: Aircraft Buildings
Slye_Fox May 3 2009, 6:33am replied:

Left -> RIght;
Anit-Infantry -> Anti-Air -> Anti-Light vehicle

+1 vote   media: Skined - Darkshield Tu’Ha Turret
Slye_Fox Apr 13 2009, 9:14am replied:


+1 vote   media: Aschen battle ship, concept No. 2
Slye_Fox Apr 11 2009, 1:23pm says:

looks good

+1 vote   media: Eradicator Anti-Infantry Base Defence
Slye_Fox Apr 2 2009, 2:45pm says:

Nice, id the chainline modeled induvidually, or is a plain with a chainlink image on it?

+2 votes   media: Chain Link Fence
Slye_Fox Mar 23 2009, 5:59am says:

go crazy?
Don't mind if I dooo

I love that part.

+3 votes   media: No beer and TV make Homer go... something
Slye_Fox Feb 18 2009, 10:42am says:


+2 votes   media: TAG laser tutorial
Slye_Fox Dec 20 2008, 6:53pm says:

At the moment, yes.

Untill all the factions have had everything planed out and made, upgrades and spacial powers won't be thought up

+1 vote   media: Render - FoV Space Array Network Complex
Slye_Fox Nov 12 2008, 9:06pm says:

being able to configer the controls would be nice.
The current ones are hard to use.

0 votes   article: Playable Demo released!
Slye_Fox Aug 30 2008, 2:47am replied:

We're gonna make it like RA2, with the textures on the vehicles have details.

+1 vote   media: Skined - Allied Mirage Tank
Slye_Fox Aug 17 2008, 5:22pm replied:

it does

+1 vote   media: Skined - Darkshield Steath Generator
Slye_Fox Aug 7 2008, 1:39pm replied:

The ant missions were fun, and got a full set of FMV's for the playstation release of RA: Retaliation

+1 vote   media: Ants
Slye_Fox Aug 7 2008, 9:48am replied:


+1 vote   media: Render - FoV F.A.N.G. Assembly Plant
Slye_Fox Jul 25 2008, 2:00pm replied:


+1 vote   media: Skined - Allied G.I.
Slye_Fox May 7 2008, 9:36pm says:

ingame, the microstar will be fully animated, including solar flares.

+1 vote   media: Render - Fov Microstar Fusion Generator
Slye_Fox Feb 25 2008, 12:52pm replied:

Not all Factions will gwt a Titan, the Tau and necrons don't have one.
They'll get something else that's equelly big.

+1 vote   mod: Dawn of War: Cerberus
Slye_Fox Feb 6 2008, 8:13pm replied:


+1 vote   media: Render - Tau'ri F-302
Slye_Fox Jan 3 2008, 8:07pm says:

Pitty I didn't understand most of the writing.

+1 vote   media: Trailer of the Version 0.9 of 23.12.2007
Slye_Fox Dec 28 2007, 11:03pm says:

Looks good, just needs a bumpmap for the details now

+2 votes   media: WIP Grant Face
Slye_Fox Dec 27 2007, 2:25pm says:

It's ment to be seen ingame, not to look pritty.

This is an ingame pic:

+1 vote   media: Skined - Allied Tanya
Slye_Fox Dec 7 2007, 9:01am says:


+2 votes   media: Raptor Pen
Slye_Fox Nov 11 2007, 4:04pm says:

And the STILL havn't added terrain.

+1 vote   article: SST:LD 2 Release
Slye_Fox Sep 12 2007, 7:14am says:

It's there MCC (Medium Combat Chassis) with the Palidin turret upgrade.

+1 vote   media: Skined - Darkshield Palidin
Slye_Fox Sep 4 2007, 1:44pm says:

the 909 is backwards on the NOD harvestor

+1 vote   media: Tiberium Harvesters
Slye_Fox Aug 28 2007, 5:30am says:

Yeah, and?

ConRed is useing the ingame .shp files and the .vxl files for the models and textures, NOT the cameos/instalation pics/FMVs/Concept Art.

+1 vote   media: Render - Soviet Rhino Tank
Slye_Fox Aug 11 2007, 4:49pm says:


+1 vote   media: Skined - Allied Rocketeer
Slye_Fox Jul 22 2007, 6:12pm says:


+2 votes   media: Series9 Towers
Slye_Fox Jun 18 2007, 3:28am says:

Their final apearence was in season 3 episode 1, then they vanished for some reason.

+1 vote   media: Render - Goa'uld Staff Tower
Slye_Fox May 14 2007, 6:47pm says:

Me? No.
I suck at modeling Organics (humans, animals, trees, ect.).
I'll have to get a seperate modeler for that.

+1 vote   media: Render - Soviet Barracks (Base only)
Slye_Fox May 2 2007, 2:40am says:

Yes, but bump mapping can't go vary deep/high

+1 vote   article: Hmmm... Upgrades.
Slye_Fox Mar 23 2007, 2:25am says:

Could we talk on MSN?

One of my mods uses a simaler resource system.

+1 vote   member: Grizzly_BfN
Slye_Fox Jan 30 2007, 2:35pm says:


+1 vote   media: Mach Speed
Slye_Fox Jan 29 2007, 3:14pm says:



I love foxes.


+1 vote   media: Infinity Artwork - 39
Slye_Fox Jan 11 2007, 8:20pm says:



USA, China and GLA are not in this mod.

+1 vote   media: Skined - Allied Battle Lab
Slye_Fox Dec 24 2006, 3:42pm says:

Yes, yes it does.

+1 vote   media: Render - Allied Mirage Tank
Slye_Fox Oct 16 2006, 6:25pm says:

It's called detail.

It's on some of the maps.

+2 votes   media: Football Pitch
Slye_Fox Sep 13 2006, 8:57am says:

What skins?
Only the Sentry Gun has a skin.

+1 vote   media: Ingame - Skirmish 001
Slye_Fox Sep 8 2006, 5:17pm says:


I would of had some Yuri renders done ages ago, but i ain't got a grapic artist to make a new combar/renderbar

+1 vote   article: Yuri is the master architect.
Slye_Fox Jun 20 2006, 5:50pm says:

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.

+1 vote   media: Ingame - Main menu
Slye_Fox Jun 9 2006, 8:31am says:

And will the one of the symbles(the Point of Orogin one) be diferant for each map?

+1 vote   article: Jaffa Kree!
Slye_Fox Feb 20 2007, 6:45pm says:

Why are there 4 barracks and 4 war factory in the commandset?

+1 vote   mod: KKnD2: Krossfire Remake
Slye_Fox Sep 25 2005, 7:24pm says:

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.

+1 vote   article: ConRed Media
Slye_Fox Sep 22 2005, 9:41am says:

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.

+1 vote   media: Pre v01 Alpha 1 screen shot
Slye_Fox May 29 2005, 11:31pm says:

Ah, my eyes
the colour, they burn

+1 vote   media: The Labyrinth
Slye_Fox Aug 18 2011, 10:44am replied:

It is something I am working on.

+7 votes   mod: CnC: Condition Red
Slye_Fox Aug 14 2011, 11:15pm replied:

Currently on my own.
The guy who was doing the Soviet skins, has vanished.

+3 votes   media: Allied Pillbox
Slye_Fox Aug 14 2011, 4:24pm replied:

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.

+5 votes   media: Allied Pillbox
Slye_Fox Aug 14 2011, 10:55am replied:

I actually got the civy bunker's sandbag colours wrong (fixed them now), they were supposed to be near black.

+2 votes   media: Allied Pillbox
Slye_Fox Aug 14 2011, 9:06am replied:

Apple or strawberry?

+5 votes   media: Allied Pillbox
Slye_Fox Aug 14 2011, 6:59am replied:

There's a hatch on the top

+12 votes   media: Allied Pillbox
Slye_Fox Aug 1 2011, 7:48am replied:

Don't need to, we got all the objects planed.

+1 vote   mod: Armoured Sky: Ethereal Dawn
Slye_Fox Jul 31 2011, 11:34am replied:

What do you mean?

+2 votes   mod: CnC: Condition Red
Slye_Fox Jul 24 2011, 12:45pm replied:

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.

+1 vote   media: Civilian Bridge Head
Slye_Fox Jul 2 2011, 10:19pm replied:

No it's not.
It's based on the cameo I extracted from the game.

+1 vote   media: Promo - Allied Black Eagle
Slye_Fox Jun 21 2011, 7:09pm replied:


+1 vote   media: Soviet Tesla Tank
Slye_Fox Jun 13 2011, 5:26pm replied:

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)

+1 vote   mod: CnC: Condition Red
Slye_Fox Jun 11 2011, 7:52pm replied:

The Hosting site went down, and we haven't got it back up yet.

+4 votes   mod: CnC: Condition Red
Slye_Fox May 30 2011, 12:57pm replied:

Ah, well I've not played SC2 (nor do I plan to).

+2 votes   media: Summer of Synergy 8: Relay Node
Slye_Fox May 30 2011, 12:50pm says:

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.

+1 vote   media: Summer of Synergy 8: Relay Node
Slye_Fox May 13 2011, 3:43pm says:

It looks exactly the same as the other 2 pics, a cloud of dust.

+1 vote   media: Take a closer look V3 ;)
Slye_Fox May 6 2011, 1:31pm replied:

I've actually never imported a model for any of my mods, not even when I first started.

+3 votes   media: UPDATA
Slye_Fox Apr 29 2011, 3:44am says:

What's the point of putting a CTOL aircraft into a game where only VTOL aircraft will work due to broken runway code?

+1 vote   media: P-51J render
Slye_Fox Apr 14 2011, 5:36am says:

That's 2PM GMT.

+2 votes   article: Portal 2 goes live on Steam 7AM PST, April 19th
Slye_Fox Mar 22 2011, 9:17am replied:

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;

+2 votes   media: Larger Tesla Trooper
Slye_Fox Mar 22 2011, 6:57am replied:

A large tin can tough.

+1 vote   media: Larger Tesla Trooper
Slye_Fox Mar 13 2011, 5:06pm replied:

**** OFF!

I'm ****** off with people like you.
If a mod doesn't update at least once a week, you assume it's dead.

+9 votes   mod: CnC: Condition Red
Slye_Fox Mar 12 2011, 6:24am replied:

Tiberium Can't grow in deserts (hot or frozen), is slowed by cold climates and has adapted to be Tiberium algae in water.

+1 vote   media: White Cliffs
Slye_Fox Mar 10 2011, 5:59am replied:

Unfortunately; No it can't.

This is something that took a LONG time to get working in ConRed.
The 2 modules are not compatible.

+1 vote   media: DoW style
Slye_Fox Mar 8 2011, 8:51am says:

To be honest, it looks abit too much like the Vacuum bomb's silo.

+4 votes   media: Soviet nuclear silo concept
Slye_Fox Mar 5 2011, 9:30pm says:

Ah-ha, so this is what you wanted the sub-structure code for.

+1 vote   media: Coding Wisdom
Slye_Fox Mar 4 2011, 1:55pm replied:

Whoh, heavy.

+1 vote   media: Soviet Tesla Tank
Slye_Fox Feb 29 2012, 11:00pm says:

Is the track just a placeholder?

+3 votes   media: Civilian Buildings
Slye_Fox Jan 9 2011, 7:05pm says:

Render updated with new normal map.

+1 vote   media: Soviet Construction Yard
Slye_Fox Dec 26 2010, 9:43am says:

From my understanding, it's a bunch of stuff from multiple games slapped together with no rime nor reason.

Will not download.

+9 votes   mod: Into chaos
Slye_Fox Nov 26 2010, 5:01am replied:

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.

+1 vote   media: Soviet Base Entrance
Slye_Fox Nov 21 2010, 1:47pm replied:

I decided to remove the grime layer from the Rhino.

+1 vote   media: Soviet Base Entrance
Slye_Fox Nov 6 2010, 7:13am replied:

Not yet.
We don't have an FX artist, so it's just using the super reactor FX.

+1 vote   media: Soviet Nuclear Reactor
Slye_Fox Aug 15 2010, 7:02am replied:

It does it like in RA2, playing the anim after you've placed the structure.

+1 vote   media: Soviet Construction Yard
Slye_Fox Aug 13 2010, 6:24pm replied:


+1 vote   media: Allied Nighthawk Transport
Slye_Fox Aug 12 2010, 7:03am replied:

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.

+1 vote   media: Map - Downtown (4)
Slye_Fox Aug 11 2010, 1:51pm replied:

It only landed when picking up units in RA2.

-1 votes   media: Allied Nighthawk Transport
Slye_Fox Jul 1 2010, 4:47pm says:

What code modules do you plan to use to make the TCN?

+2 votes   article: Final Gameplay Draft
Slye_Fox Jun 7 2010, 11:15pm says:

This one.

+1 vote   media: GDI Titan Tier 2
Slye_Fox May 7 2010, 3:15am replied:

Wow, the only one so far to get it right.
How hard can it be? He has a kilt.

+3 votes   media: Allied Rifleman
Slye_Fox Mar 18 2010, 12:23am replied:


+1 vote   media: Soviet War Factory
Slye_Fox Feb 28 2010, 8:40am replied:

It brought the same amount.
The CM had half the capacity, but it teleported back so it only made half the journey.

+1 vote   media: Soviet War Miner
Slye_Fox Sep 13 2009, 11:56am replied:

Don't know how to limit to only 1 at a time.

+1 vote   media: Allied Mobile Construction Vevicle
Slye_Fox Sep 9 2009, 6:04pm replied:

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.

+1 vote   mod: Red Alert 3: Just Rules
Slye_Fox Jul 10 2009, 1:59pm replied:

already done

+1 vote   media: Allied Battle Fortress
Slye_Fox Mar 30 2009, 9:40am replied:

no, it dosn't.

+6 votes   media: Allied Grizzly Tank
Slye_Fox Apr 8 2008, 9:03pm replied:

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.

+1 vote   mod: Dawn of War: Cerberus
Slye_Fox May 2 2007, 12:03am says:

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.

+2 votes   mod: CnC: Condition Red
Slye_Fox Aug 14 2006, 8:35pm says:

I beleave they might have forgoten about their ModDB profile.

Go here for pics and info:

+1 vote   mod: SimMars
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