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
We don't have an FX artist, so it's just using the super reactor FX.
If you don't what your H.C.'s to glow, set the base diffuse texture to be grey, not white.
What's the Poly count?
The only problem I see, is that the mech will not be able to turn, as there are no hip joints to allow the legs to move laterally.
Walter is brilliant.
The main body and engines are based on the Sea King, I hand did the rest.
Not in multiplayer.
I'm gonna make it like in RA2, were you couldn't run over props.
If you see something in an ingame screen, and it's not got a dedicated render;
That means it's using an old model for coding implementation and balance testing.
No, it's hibernating.
I'm busy with other things at the moment.
Because I like to visually see the treds moving behind the wheels, which yo can't do if they're textured on.
It produced less power, but was cheaper.
The models were already UVmaped, so I just got a appropriate texture from google and recoloured.
what garrison texture?
ConRed isn't his primary mod, so he works on this mod when he's free.
You better be crediting the people who made that code (because it wasn't you).
how many polys is this?
Um... why's there smoke coming out of the cooling towers?
I felt the voxel was too plain, so I took designs from the concept art.
You can't see it in the render, but I used the concept for the Tesla generator on the rear of the chassis.
For one reason: You can't get control of a cow.
And before you suggest Yuri; he can't control animals.
That's what the aircraft on the Destroyer was called, an Osprey.
Both rims and tred were taken from an 18 wheeler.
Pic updated, I forgot the remake the missile before I uploaded the last version.
Unless they use their Force Shield.
Ballistic missiles will be targetable.
You mean the curvy bits?
They're just parts of a pair of torus' welded together.
To be honest, this is nothing new.
Daz proved that the airfield code is still present in the SAGE engine long ago (RNA begin just a modified SAGE engine).
What he wasn't able to get working is landing.
If you get that done, THEN you would have done something vary impressive.
So, good luck to you, hope you can get the landing to work.
It already is ingame.
You'll have to wait till the next unit is skined then
No, it's not possable to get rid of it.
It is possable to cover it up.
Looks good, is that Red Tiberian?