Oh, god, that refinery just looks horrible. It looks like a Copy and paste job of the War Factory. The one you did before was so much better: Ppmsite.com
Use that one instead.
And you should include the TS-style Nod Pyramid as well, alongside Kane's variant.
Finally, that GDI Helipad is missing its control center, the one it used to have in older releases. IT should definitely have it, because now it looks too small compared to Nod's.
Awesome stuff though I must admit that I too preferred the previous GDI refinery. The war factory components are way too obvious, not to mention this one feels tiny compared to the Nod refinery.
Btw I think you could have gotten away with the classic curved side on the GDI Conyard if you wanted, after all TS GDI did have some curves in their architecture.
Buildings are SHPs (sprites), most vehicles are voxels (very rarely they can be SHPs too). Most turrets on buildings are Voxels in Red Alert 2, yet they can be SHPs too.
But a building itself will NEVER be a voxel and can't be one.
Just my opinion, but I think the GDI refinery looking like the warfactory isn't a big deal. GDI is supposed to be like a sort of NATO of the future, so like in real life militaries they work on a budget set by politicians who want to spend the bare minimum on things, I can perfectly imagine them using standardised buildings with similar components to save on costs. But anyway, blah, blah, blah... ;-)
Definitely have to agree with Alex06 points.
Also as you are redesigning the Nod helipad, it might look good with this animation shown in the 1 render of the Banshee pad Img718.imageshack.us
Idea is in Aircraft building time bonus for each separate landing pad. It turned that Nod start having an advantage as building more pads increased speed of aircraft production.
Also, unlike in TS, you can't build Aircrafts if you out of landing space. And having AirportBound=no wont allow Aircraft to land on pads.
Well, I have a mod for RA2 (not YR, so I don't know if it is possible there), where I edited the HORNET code and now it can be built in unlimited amounts on Allied airpad and can land on the ground. And it also can land on airpads to rearm. Maybe this trick can be used here?
You CAN'T set up Helipads like in C&C1/RA1/TS. RA2 changed a way how Aircraft types behave in general in attempt to make it look more similar 'planes' rather 'helicopters'.
Those voxels are outright perfect!
So there are different styles for buildings both faction possess, too? I take that this is a GDI Refinery above the GDI Warfactory, right?
Stunning. This mod is definitely SO worth the wait!
Oh, god, that refinery just looks horrible. It looks like a Copy and paste job of the War Factory. The one you did before was so much better:
Ppmsite.com
Use that one instead.
And you should include the TS-style Nod Pyramid as well, alongside Kane's variant.
Finally, that GDI Helipad is missing its control center, the one it used to have in older releases. IT should definitely have it, because now it looks too small compared to Nod's.
Dude, why are you even complaining? It's almost not even noticeable.
Awesome stuff though I must admit that I too preferred the previous GDI refinery. The war factory components are way too obvious, not to mention this one feels tiny compared to the Nod refinery.
Btw I think you could have gotten away with the classic curved side on the GDI Conyard if you wanted, after all TS GDI did have some curves in their architecture.
@sgfan206: They're sprites not voxels.
Yeah. I should try to add a little curved details to GDI CY. It won't hurt anyone.
PS Thanks for APC by the way. :)
I disagree, I think the GDI ConYard should stay as it is and not have the curved elements of the Nod one.
This is kinda strange, since both TS and AR / YR use voxels to render units and structures. So all objects were changed to sprites?
No,you got it wrong,only vehicles are voxels
Buildings are SHPs (sprites), most vehicles are voxels (very rarely they can be SHPs too). Most turrets on buildings are Voxels in Red Alert 2, yet they can be SHPs too.
But a building itself will NEVER be a voxel and can't be one.
Just my opinion, but I think the GDI refinery looking like the warfactory isn't a big deal. GDI is supposed to be like a sort of NATO of the future, so like in real life militaries they work on a budget set by politicians who want to spend the bare minimum on things, I can perfectly imagine them using standardised buildings with similar components to save on costs. But anyway, blah, blah, blah... ;-)
Definitely have to agree with Alex06 points.
Also as you are redesigning the Nod helipad, it might look good with this animation shown in the 1 render of the Banshee pad
Img718.imageshack.us
Just a minor detail
Anyway other than that all looking good!
P.S. Whats the idea in giving Nod a x4 helipad structure?
Idea is in Aircraft building time bonus for each separate landing pad. It turned that Nod start having an advantage as building more pads increased speed of aircraft production.
Also, unlike in TS, you can't build Aircrafts if you out of landing space. And having AirportBound=no wont allow Aircraft to land on pads.
Well, I have a mod for RA2 (not YR, so I don't know if it is possible there), where I edited the HORNET code and now it can be built in unlimited amounts on Allied airpad and can land on the ground. And it also can land on airpads to rearm. Maybe this trick can be used here?
Totally agree with the Banshee pad anims point.
You do know you CAN set up Helipads like in C&C1/RA1/TS and you don't HAVE to use the RA2-Styled Airfields, right?
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You CAN'T set up Helipads like in C&C1/RA1/TS. RA2 changed a way how Aircraft types behave in general in attempt to make it look more similar 'planes' rather 'helicopters'.
I love this
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