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#487820 [Updates].[Screenshots].[Air Force]->Fighters

Posted by AlexArt on 26 July 2007 - 04:27 PM in Mod Updates

Yeah. You'll see a lot of reflections in the game, dudes.



#415571 [Updates].[Screenshots].[Miscellaneous] -> Combat and Logistics support

Posted by AlexArt on 05 February 2007 - 07:24 PM in Mod Updates

Between what and what? ^^



#438890 [Updates].[Screenshots].[Miscellaneous] -> Combat and Logistics support

Posted by AlexArt on 08 April 2007 - 10:39 AM in Mod Updates

Another well-known vehicle :p

TOS-1 Heavy Flamethrower System
Posted Image

For more detailed description go www.realwarmod.com .



#439655 [Updates].[Screenshots].[Miscellaneous] -> Combat and Logistics support

Posted by AlexArt on 10 April 2007 - 10:09 AM in Mod Updates

Yeah we'll be making a new trailer soon. But I don't know if we're going to include russian unit in it. Anyway, you'll see MLRS ingame, and it works slightly like TOS. :rolleyes:



#416139 [Updates].[Screenshots].[Miscellaneous] -> Combat and Logistics support

Posted by AlexArt on 07 February 2007 - 07:50 AM in Mod Updates

nothing more



#417047 [Updates].[Screenshots].[Miscellaneous] -> Combat and Logistics support

Posted by AlexArt on 09 February 2007 - 02:30 PM in Mod Updates

it's all trifles... even I am unable to figure out the difference



#438892 [Updates].[Screenshots].[Air Force]->Helicopters

Posted by AlexArt on 08 April 2007 - 10:46 AM in Mod Updates

A long-awaited russian helicopter ... :p

MI-28N Attack Helis
Posted Image

To check out the additional info, please visit our Official Site .



#440664 [Updates].[Screenshots].[Air Force]->Helicopters

Posted by AlexArt on 12 April 2007 - 05:44 PM in Mod Updates

That's a good idea, I'll talk to Dex on this point.



#453386 [Updates].[Screenshots].[Air Force]->Helicopters

Posted by AlexArt on 15 May 2007 - 07:27 AM in Mod Updates

Yes.



#439860 [Updates].[Screenshots].[Air Force]->Helicopters

Posted by AlexArt on 10 April 2007 - 07:27 PM in Mod Updates

No, Mi-28N is all-weather variant, Mi-28A is only the first prototype.



#439657 [Updates].[Screenshots].[Air Force]->Helicopters

Posted by AlexArt on 10 April 2007 - 10:14 AM in Mod Updates

Like what? AT missiles?



#419246 Modelling Tips

Posted by AlexArt on 14 February 2007 - 07:19 PM in Mod Discussion

I know this might irrelevant to the mod, but i wanted to ask about your opinion about a WW2 era Katyusha Launcher, that i modeled using 3ds max8, this is one of the few models i've ever completed, it has exactly 1501 polygons, and 3076 triangles, can the Sage or Zero hour engine, handel it, meaning can i add this unit to Zero hour, after i've done everything else, or is it too high poly?
Thank you.


Well it doesn't look like a Katyusha Launcher at all. That's all I can say.
You can add that unit to Generals if you want (SAGE is able to handle units which consist from up to 6000 polys without any visible lags), but I wouldn't do that if I were you... :p



#436730 Site online!

Posted by AlexArt on 01 April 2007 - 05:58 PM in Mod Updates

Aha. Already updated it, actually



#436550 Site online!

Posted by AlexArt on 01 April 2007 - 09:40 AM in Mod Updates

Today, we launched a new Real War Mod site, featuring new Joomla! engine. You can still find us at www.realwarmod.com . Gonna update the site today.

See ya.



#419785 [Updates].[Screenshots].[Ground Forces] ->Infantry

Posted by AlexArt on 16 February 2007 - 01:56 PM in Mod Updates

where?



#567023 Help with w3x export

Posted by AlexArt on 03 February 2008 - 07:52 PM in Tiberium Wars Editing

Hi there guys, I'm experiencing some troubles with the export too, though my problem is a bit weird.
I've used 3ds Max 8 and 9 for export, and I couldn't export anything at all. When I tried to export a model, an error occured and the messagebox stated that Max is "Unable to open file." I have a properly installed Max 8, I have a properly installed MOD SDK (with required applications), and I have copied the contents of 3DSMax7_Plugin folder to where it was needed. All the menus in Max 8 are working (I mean w3d menus), the shaders are working and WWSkin works, too.
Does anyone know what the problem may be caused by?

PS: if my friends try to export the model on their PCs, it works perfectly. WTF



#417127 Moddb profile and mod suggestions

Posted by AlexArt on 09 February 2007 - 06:50 PM in Mod Discussion

Hey guy please register at these forums and make posts without change of the nick



#417057 Moddb profile and mod suggestions

Posted by AlexArt on 09 February 2007 - 02:48 PM in Mod Discussion

UK is unable to wage war with such military giants as US, RF and PRC are. That's all.



#453037 A.F.R.F possible advanced units

Posted by AlexArt on 14 May 2007 - 05:43 AM in Mod Discussion

None of the above ones are going to be presented, you may check the complete list of all AFRF units at our site.



#432707 Porting to SupCom or C&C 3

Posted by AlexArt on 21 March 2007 - 04:03 PM in Mod Discussion

I'd suggest staying on ZH for now (and preferably until at least a first release). The fact of the matter is, CnC3 isn't exactly just a newer version of Generals, it's a different game. I has a different build system, no General powers (the system is based solely on money and seems considerally more limiting) and (hopefully changeable) bo airfield logic. Just because the next game offers fancier graphics doesn't necessitate a change and doesn't meen ZH will die. Look at Red Alert 2, the amount of modding has gone up since Generals came out.

Basically, I'd suggest not to switch until you're sure the game offers what you want.

I guess we'd try to find out what exactly C&C 3 offers to modders. Personally I am sure C&C 3 will be a kind of a hit for modders and we'll be able to change it in any way we like.

Please keep a full release on Zero Hour. I still need a new Processor for C&C3 (Finally got the graphics card)

BTW, what card did you get?



#452955 If you need maps I can help

Posted by AlexArt on 13 May 2007 - 08:53 PM in Mod Discussion

WOW. Impressive.
Could you please send a couple of maps to realwarteam@gmail.com ?



#453504 If you need maps I can help

Posted by AlexArt on 15 May 2007 - 05:09 PM in Mod Discussion

- L. A. Is just fine
- No starting positions please, this will be a videomap.
- No civilians, instead of them you may add forsaken burning cars, lots of trash, but no destroyed buildings yet. A forsaken city ya know. Everyone has been evacuated...



#417808 Unit's firing range.

Posted by AlexArt on 11 February 2007 - 12:22 PM in Mod Discussion

All I can say for now is that real war's firing range will be approximately 3 times more then vanilla range (150 feet VS 450 feet or so)



#418727 Unit's firing range.

Posted by AlexArt on 13 February 2007 - 03:08 PM in Mod Discussion

Thank you, but if the firing range is going to be increased, at such a rate, is the map size going to be subsequently increased, to accomodate the new firing range?

Yes, considerably.

Please forgive if i ask too much questions, but this forum, seems inactive, and i thought i could put a bit of activitie in it.

Just go on, you're doing the right thing. :p



#418005 Unit's firing range.

Posted by AlexArt on 11 February 2007 - 08:23 PM in Mod Discussion

AlexArt was obviously referring to artillery ranges. Direct fire ranges are going to be somewhat similar to C&C: Generals and other RTS games, maybe slightly longer. To increase them further would mean ruining the gameplay.

Actually I was talking about average firing range. In vanilla Generals tanks had firing range of 150 ft, infantry - 100 ft, long-range artillery had firing range of 300 ft, and jets were capable of firing at 300 ft. This gives us an average fire range of appr. 175 feet. In Real War Mod, we're increasing the overall firing range to make the player feel a different experience during the gameplay. Instead of watching the fire exchange between your units and your opponent's units at such miserably small distances as 150 feet are (or 50 meters, whichever definition you like) you will be supposed to make your forces always moving and maneuvering to find a better position on the battlefield. Finding a better position on the field will ensure a better survavability for your army and more accurate and heavy fire at the enemy.
And finally to the numbers. As I already mentioned, the overall firing range will increase about 3 times. This actually means that firing range for armoured units will be around 350 ft, for infantry appr. 175 ft, for long-range artillery (including rocket batteries) up to 550 ft, and for airplanes up to 450 ft. This won't kill the balance or the gameplay itself, but would create a bit different experience ingame.