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 )don't forget that Remix troops are half the size...
Modding Q&A
#221
Posted 03 August 2005 - 03:17 PM
Mod Progress:
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INI___:----------------------------------------
Link : http://forums.revora...p?showforum=859
#222
Posted 03 August 2005 - 03:20 PM
and i think that droids shuld be allowed to garisson buildings
#223
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
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...
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
Posted 03 August 2005 - 07:06 PM
#225
Posted 03 August 2005 - 08:20 PM
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...i acctuly meant the infantry ones.
Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------
Link : http://forums.revora...p?showforum=859
#226
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 ???
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.
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
Posted 04 August 2005 - 11:19 PM
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 betterUnless 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.
Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------
Link : http://forums.revora...p?showforum=859
#228
Posted 08 August 2005 - 05:00 PM
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.
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
Posted 08 August 2005 - 07:13 PM
#230
Posted 09 August 2005 - 04:41 PM
"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck
#231
Posted 09 August 2005 - 07:42 PM
#233
Posted 10 August 2005 - 07:28 AM
Add your code to Data/INI/MappedImages/TextureSize_512/SAUserInterface512.INI
#234
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?
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
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.
#236
Posted 11 August 2005 - 05:33 PM
im thinking of making a harrier taxi , 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.
"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck
#237
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 , 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
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.
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
Posted 12 August 2005 - 04:31 PM
"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck
#239
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
Helecopters also have their own landing locomotors I believe... check it out to see if it works.
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.
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