It doesn't... I had to make one myself...
It doesn't... I had to make one myself...
This WB is really good... I'm really impressed with the new features...
I wonder if you would be able to add stuff like fog...
Some units (like the engineer and some T3 units) will spawn from the crawler...
Moddb.com
Damn... you're right...
This seems to be an issue with shaders conflicting... I've had it before...
It shouldn't be too difficult to fix, though...
Pretty much all the ported maps are land based with tiberium harvesting in mind so It'll be land and air only
The Forgotten can also be added... but I'll be adding the neutral Mutant Hovel for now...
it doesn't work in skirmish?
Check again... something might be wrong on your end
I've been think about adding the Scrin...
I had issues with the shadow decals, since RA3 treats them differently. I also had issues where the harvester would freeze while collecting, but managed to solve that rather easily.
Otherwise, it works flawlessly. (no silos, though...)
I'm still here working on the mod, but progress has slowed down because life is getting seriously rough...
Vanilla FXShield.fx
The guard icon is for the defense class... the sword icon (actually a jet fighter) is for the support class... The blast icon is for the offense class...
the X icon is for a deprecated faction and thus you shouldn't choose it or it'll crash the game...
"P.S - If you put GDI/Nod 'Heavy Engineers' in a Goliath and then shoot them at the specified point, they will shoot on the desktop instead of the engineers :)"
What do you mean? what's a goliath?
I tried this, but it broke the AI... :(
yes the first release was hectic and buggy af... working on a good release pretty soon...
Discord.gg
you'll find a channel named "tiberian-fallout"...
I guess I was sharing the link incorrectly all along...
you need to login to view the channel tho...
Reddit.com
Damn, this must suck...
Sorry that you have to deal with this, my man...
that is exactly my intention... Red zones will have tib fields, while TCN-controlled zones will have TCN-hubs from which tiberium can be collected...
I may include red as well... since I like it very much!!!
Actually, it's relatively simple if you have the C&C4; world builder... Literally select everything, Ctrl-C, and in RA3 WB Ctrl-V. They'll look like empty instances. Define those instances in code and they will port perfectly at their exact original locations... (I had figured this out wayyyy down the line when I was porting "Angel's Gate", and I wished I knew that sooner)
exactly... I'm more active on discord at Discord.com if you wish to follow...
Omaricious
joined
I did a mod...