Jump to content


Failure to Develop

Member Since 08 Nov 2010
Offline Last Active Private

Topics I've Started

A weird discolouration ingame?

11 November 2010 - 11:02 PM

I think I did something wrong, but I don't know what. I tried to test a voxel in the Yuri's Revenge game, a standard map that came with the game. I only have NPatch Autumn Edition installed with it, nothing else, no additional rules, except to use this voxel for the Grizzly Tank image. I used the Red Alert 2 pallette in making the voxel and used colour number 11 for the blue stripes on the Romanian flag on the side. Normals were done by Voxel Section Editor III's autonormals "Tangent" for Red Alert 2.

Now, the problem is, is that in some views of the voxel ingame, it changes the blue to pink. I have no idea why it does this. Can somebody help me with this? The problem is only with the blue line of the flag on the side and only on the position as the bottom two are in. I included a 360 animation from Voxel Section Editor, to show it looks properly in there.

Posted Image
Posted Image

Failure to Develop

08 November 2010 - 01:03 AM

Read this first

I have no idea if I'm placing this in the correct forum... maybe it belongs here or maybe it belongs in the graphics forums?

Anyways, I've been slightly into modding Tiberian Sun and Red Alert 2 a few years ago, but never actually made a real modification or total conversion or participated in any kind of project. I was doing that before all the Rockpatch and NPatch versions. I played with ideas in my head alot, but because of the game engine being unable to do what I wanted to feature in the modification, not one project ever got started. I moved on. Untill I stumbled upon these forums a while ago and read about the NPatch and then the Ares projects and it started to trigger those ideas for the mod in my head again and I just can't seem to get them out.

So because of that I introduce you to my life-long modification; Failure to Develop...

And here's why I'm unsure of this being in the right forum. Like the name suggests, I don't expect this project to ever finish. Specifically because I'm too busy with a lot of stuff in my life including a double study, a girlfriend and the desire to move on with my life. The education I'm following is a heavy one, to say the least and I've got a lot of other hobbies to keep me pre-occupied. So I'm sure you understand that this modification will never see the light of day, unless by some miracle enough people like these ideas, help me develop it and such. But even then, it's still not sure if it will ever be finished. So I thought I would just drop all those ideas and concepts from my head in this topic and maybe I can inspire somebody or give some new ideas to a modification or anything?

Further more I plan to add material that I have made for it in this topic, including future voxels and shp's. Since those are the things that clog my mind the most. I won't bore you with background stories or anything to the modification that I had in mind.

Basic Main Units

I had this idea of having several different levels of verhicles in the game, for the sake of giving them some name, let's refer to them as the basic main units. For the good guys in the game, which started in my head as GDI, then later developed to the European Union and further, the idea was to have a sort of main design that would prove to be very easily produced ingame, thus a high buildspeed and low costs and would be adapted for different situations. Think of variants like a mobile gun system, an ambulance, an armored personnel carrier and an anti-aircraft verhicle. These would be sort of like an early game defence and offensive units and replaced through the "negative prerequiste" functions with more advanced systems in the mid and later parts of a match. This system would be used for all sides.

As a nice game effect of this system would be that in the later game if the mobile construction yard and the more advanced buildings and most of the bases would be destroyed, there would always be enough weaponry available to pose some threat to the opponents ingame. So it won't be over untill everything is destroyed, as apposed to trying to attack Mammoth Tanks or Prism Tanks with the most basic tanks. I've added a few screenshots of the good guys design for this, for the variants Ambulance, APC and Gun System. (Voxel is used for alternative image for the Grizzly tank)

Ingame (Ambulance version)
Posted Image
Posted Image

360 Animation of Voxel Section Editor

Posted Image
Standard hull design where to base the others off.

Posted Image
Standard turret design where to base the others off.

Posted Image
Ambulance design
Would work ingame by being deployable into a hospital or having a deployable weapon which heals infantry or something simulair.


Posted Image
Posted Image
Mobile gun system - heavier armour, tracked and would be like a cross between tank destroyer and a grizzly.

Posted Image
Posted Image
Armoured personnel carrier variant

Advanced Main Units

These would replace the basic variants and would require more specialized buildings. However, through the prerequiste system, both positive and negative, it would have been made impossible to get the advanced versions of all the variants. For example if you would build a structure that helps infantry more, like a hospital, armoury or a structure linked to paratroopers. Then the Armoured Personnel Carrier and Ambulance variants would become the more advanced versions, yet the Mobile Gun System and Anti-Aircraft would remain the same. Simulair developments would happen if you'd build your base more towards tanks or aircraft. This can be done, for instance by making dummy duplicates of the existing structures that become available when the original is build and replace the original in the construction tabs.

I'll add more of these ideas and definately more images and files if you want... I think it would waste my time to sit here for hours writing down this all, just to have it be of no interest to anybody.