Tiberian War is a mod that brings back and revamps Tiberian Sun with new graphics, mechanics, and systems. Influenced by 80s action-horror flics, this mod aims to bring a sense of action-adventure in a lost RTS format. This is a stand-alone mod.EA has not endorsed and does not support this product.

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artist0202
artist0202 - - 249 comments

at last they throw away the walker

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Comanche_Prime
Comanche_Prime - - 1,926 comments

so, can it be the progenitor of GDI AA Battery back at 2047?
the shooting animation as well as effects look awesome, especially for TS engine

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MirceaOfRivia Author
MirceaOfRivia - - 300 comments

If you look closely, it's both the progenitor of GDI AA Battery and the GDI APC. The Hammerhead and the Hunter, Beam tank and the... Beam tank, XD

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TibSunBro
TibSunBro - - 1 comments

The fire animation/projectile looks amazing! In all my years of following mods and modding myself, I've never seen such a clean gun animation?! Care to share a little insight on how you managed it? Custom Trailer animation? maybe?

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MirceaOfRivia Author
MirceaOfRivia - - 300 comments

Well, actually this is the flame all animation tweaked, XD when I presented the idea of using the flame animation to make traces, they laugh at me, so whos laughing now! I'm still working on some interesting stuff, mainly adding tracers that do not collide with terrain, this will make weapons like the railgun the current tank shell and the flamethrower be more consistent. In other words, this effect is nothing to what I have planned. For more R&D stuff check my tweeter @MirceaOfRivia

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Lin_Kuei_Ominae
Lin_Kuei_Ominae - - 80 comments

I doubt people laughed at you for such a workaround. I think they just doubted the usefulness where the problems may outweigh the benefits:
-the particle "projectiles" always fly the same distance (it won't stop at a closer target and overshoot them, thus they soon look out of place especially in a big fight)
-the anim is stopped by slopes/cliffs
-the anim causes lag
-it prevents rapid bursts (the unit can't shoot again until the particles vanished)

easier and more accurate would have been a Floater=yes projectile with a 32facing image.
Such a projectile would also fly in straight line (if fired low above the ground, you don't see it bouncing),
it would stop when it hits the first target in its path,
it wouldn't cause lags,
the projectile would be the image itself and not some secondary independant particle anim (thus what you see is the actual projectile).

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