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#221 M.E.C.H.

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Posted 03 August 2005 - 03:17 PM

don't forget that Remix troops are half the size...

<{POST_SNAPBACK}>

Oh thats right !!! Now i thought something ! Can you make infantry gen troops taller not that much but slightly taller than of the other gens, like infantry gen has elite troops, wich are select with hard points, like height, power, intelligence !!! So they are taller than simple soldiers, they are ELITE ! What do you think ? As for the stinger site i forgot their size cause i dont build them at all... With robot gen the drones are uselless (i think :p )
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#222 Gredinus

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Posted 03 August 2005 - 03:20 PM

not a good idea, thats only addional work.
and i think that droids shuld be allowed to garisson buildings

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#223 Pendaelose

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Posted 03 August 2005 - 06:01 PM

not a good idea, thats only addional work.
and i think that droids shuld be allowed to garisson buildings

<{POST_SNAPBACK}>



They were meant to be able to garison, its a bug that they cannot.

If the drones are useless then Rangers and defenders are also useless... canging the model doesn't cahnge anything but the way they look. The drones I made have almost identical stats to standard infantry because they are a replacement for infantry. by design have the same strengths and weaknessess, regardless of wether they look like terminators or small tracked bots...
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#224 Gredinus

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Posted 03 August 2005 - 07:06 PM

i acctuly meant the infantry ones.

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#225 M.E.C.H.

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Posted 03 August 2005 - 08:20 PM

i acctuly meant the infantry ones.

<{POST_SNAPBACK}>

Pendaelose i dont meant that the drones are uselless, because they are drones and not terminator styled cyborgs, BUT all infantry dont give a punch ! Only in your version they can do something... Because they get in squads ! By the way does Creator wants the squad style ??? Now if you dont want to try the terminator style rangers, then i have no problem... :p
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#226 Pendaelose

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Posted 03 August 2005 - 10:07 PM

Only in your version they can do something... Because they get in squads ! By the way does Creator wants the squad style ???

<{POST_SNAPBACK}>



Unless something changes, Contra.04 will not use the squads.

Sadly,they will be going through some serious changes in Remix3. Despite the cool factor, the squads were awfuly buggy. Remix 3 will have a squad build option, but it will just make 5 indeviduals at a time, slightly faster and cheaper than building 5 troops one at a time.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#227 M.E.C.H.

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Posted 04 August 2005 - 11:19 PM

Unless something changes, Contra.04 will not use the squads.
Sadly,they will be going through some serious changes in Remix3.  Despite the cool factor, the squads were awfuly buggy.  Remix 3 will have  a squad build option, but it will just make 5 indeviduals at a time, slightly faster and cheaper than building 5 troops one at a time.

<{POST_SNAPBACK}>

I think that with this way its better ! Not the squad but 5 individuals !Squads werre lot of buggy, and i know that too, cause i work the code.... So the individual way is better :p
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Link : http://forums.revora...p?showforum=859

#228 Pendaelose

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Posted 08 August 2005 - 05:00 PM

Who's good at and willing to do alot of 2D art for Cameos??

For Remix3
I've got a plan to consolidate all the upgrades to make room for more, but I'm going to need NON-Faction Specific art to do so... The upgrade buttons will remain the same, but the little picture that shows while building will change... its these that I need new art for.

For starters I need a standardized turret/addon upgrade image that could work on nearly anny addon.

I also need all infantry Cameos redone for squads. The best would be a pic with 5 men in it, but just a X5 in the corner would work.

If you can help please PM me.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#229 matador

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Posted 08 August 2005 - 07:13 PM

ill try some but dont count me in :sleep:

#230 stack111

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Posted 09 August 2005 - 04:41 PM

how do you make 2d cameo's, when i read that tutorial from BFME it just didn't make sense to me for doing cordinates and making the actual .tga to use
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#231 matador

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Posted 09 August 2005 - 07:42 PM

thats all in photoshop :p

#232 stack111

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Posted 09 August 2005 - 08:46 PM

kick a** so i just save the photo as a tga format?
what im still confused is where to put the tga file and the to code to use to make it in game?
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#233 Creator

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Posted 10 August 2005 - 07:28 AM

Place tga into Data/English/Art/Textures/
Add your code to Data/INI/MappedImages/TextureSize_512/SAUserInterface512.INI

#234 Pendaelose

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Posted 10 August 2005 - 04:25 PM

kick a** so i just save the photo as a tga format?
what im still confused is where to put the tga file and the to code to use to make it in game?

<{POST_SNAPBACK}>


also having them close to the right size is important... but if you can/want to help I'll gladly use even JPGs of the wrong size... I can convert and rescale while I consolidate them onto a single TGA
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#235 stack111

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Posted 10 August 2005 - 05:11 PM

if i could i would gladly help, but i have no computer to use
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#236 stack111

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Posted 11 August 2005 - 05:33 PM

you know how the aurora uses like 3 locomotors, do you think that is possible with taxing?

im thinking of making a harrier taxi :blush: , have it start with basic aircraft then make a trigger that caused by you telling it to attack or the airfield

then it switches to basic helicoptor locomotor(which causes it to take off from the airfield hanger to the air

then make a last trigger to change the taxi to basic jet locomotor when it lands, the trigger would be caused by out of ammo
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do you guys think this would be possible

Edited by stack111, 11 August 2005 - 05:36 PM.

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#237 Pendaelose

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Posted 12 August 2005 - 04:19 PM

you know how the aurora uses like 3 locomotors, do you think that is possible with taxing?

im thinking of making a harrier taxi :p , have it start with basic aircraft then make a trigger that caused by you telling it to attack or the airfield

then it switches to basic helicoptor locomotor(which causes it to take off from the airfield hanger to the air

then make a last trigger to change the taxi to basic jet locomotor when it lands, the trigger would be caused by out of ammo
-----------
do you guys think this would be possible

<{POST_SNAPBACK}>



I'm not sure what it would do.... I'd start off testing by replacing the Taxi locomotor with helocopter locomotor on an exsisting plane.

Also, I made a first draft of the super China airfield, 8 planes, but it had alot of problems with the textures.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#238 stack111

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Posted 12 August 2005 - 04:31 PM

you rock dude! i try what you said, but i have a strong feeling when the plane is built it will go straight up in the air and just stay still, untill you tell it to move
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#239 Pendaelose

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Posted 12 August 2005 - 05:32 PM

you rock dude! i try what you said, but i have a strong feeling when the plane is built it will go straight up in the air and just stay still, untill you tell it to move

<{POST_SNAPBACK}>



Helecopters also have their own landing locomotors I believe... check it out to see if it works.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#240 stack111

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Posted 12 August 2005 - 07:33 PM

i think i would be important to have a back up plan(will the triggers work? if what u suggested doesn't work)
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