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Tiberian Wars Advanced 1.5 Stuff


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#1 Stygs

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Posted 23 July 2008 - 19:25

I figured out it might be better to get some opinions abuot the stuff before I release the next version of my mod, so here are some pictures :rolleyes:

New Predator Tank & improved Mammoth (models/textures by Chronosheep)
They now look more like real, modern tanks and less retarded

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Railgun models have also been slightly edited by Chronosheep:

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Improved Nod buggy (made by Golan & me, based on the orginal TW model)

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New Nod infantry (by Golan)
These guys will replace the militant squads. They are sill less armored than G.D.I. soldiers, but a least they look like soldiers...

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Edited Black Hand models (made by me)
Now slightly bigger, bulkier, darker and with 3 random skins to make them look more like a battle-scarred elite force
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Tiberium Fiends (made by Chronosheep & me, based on a BFME model)
They can throw tiberium cristals or bite their targets, I intended them as neutral units for big MP maps, but currently they are buildable in mutant howels, since I am to lazy to edit the maps 8|

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#2 Crazykenny

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Posted 23 July 2008 - 19:46

Awesome, I love those new tank models and Tiberium Fiends =O
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#3 BeefJeRKy

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Posted 23 July 2008 - 19:46

Very nice! I like! This is gonna be for C&C3 right?
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#4 Slye_Fox

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Posted 23 July 2008 - 19:48

All I can say about this, is AWSOME!

I love the new Pred', but i have to admit i can't tell what's new on the Mammoth.

And yay, more Tib' fauna.

The infantry is cool too, the millitant reminds me of TS.
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#5 BeefJeRKy

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Posted 23 July 2008 - 19:52

The Mammoth looks a bit flatter and the barrels look nicer. It's mostly a skin change. I can't see much change in the model.
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Edit: added image

Edited by Scopejim, 23 July 2008 - 19:54.

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#6 Jazzie Spurs

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Posted 23 July 2008 - 19:59

I zee:
More fat turret
New Cannons
And moar big chassis :rolleyes:

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#7 Chronosheep

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Posted 23 July 2008 - 20:33

As the creator of the mammoth model, I can say that the main changes are that the tracks were remodeled, the rocket pod size increased to 4 missiles, and the overall proportions of different parts of the tank changed.
The reason it looks more flat in his render, is that he uses a very low field of view (close to isometric).

I see that you moved the turret of the predator back a bit :rolleyes: . Guess it looks more like a predator now.

I like what I've seen so far - the new black hand skins look great 8| . Good luck on the mod.

Edited by Chronosheep, 23 July 2008 - 20:34.

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#8 Soul

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Posted 23 July 2008 - 21:59

Awesome mod :rolleyes: .
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 Insomniac!, on 16 Sep 2008, 20:12, said:

Soul you scare the hell out of me, more so than Lizzie.

I've been given a Bob coin from Mr. Bob, a life time supply of cookies from Blonde-Unknown, some Internet Chocolate from the Full Throttle mod team, and some Assorted Weapons from Høbbesy.

#9 Dutchygamer

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Posted 24 July 2008 - 09:35

Ooohh, nice updates! Also, why don't you post this on PPM?
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#10 Kamikazi

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Posted 24 July 2008 - 11:09

Looks extremely sexy!
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#11 Stinger

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Posted 24 July 2008 - 13:48

Welcome to the forums.

I still don't like the Abrams Predator and never will.

The off-centered turret and exposed treads were the tank's most distinguishing features which made it aesthetically pleasing; different. Now it just looks like every other box-tank in an RTS.

I also think EA's Mammoth Tank looks better, whereas I find this one slighty "inflated" looking.

They might look more real world, but art and game design>realism, always.

Everything else looks nice, though. The Raider Buggy with the driver sitting in that awkward looking compartment was rather retarded looking in the original. Although I normally prefer visible drivers / riders on vehicles, this is one of those [rare] exceptions were it looks a lot better, and it works.

Edited by Predator, 24 July 2008 - 13:53.


#12 ☆FreedoM_FighteR☆

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Posted 24 July 2008 - 14:03

Fantastic ! realy realy good ! they all fits perfectly to the game style and the textures

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Dauth edit: One on top of the other or it breaks sig rules

#13 Stygs

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Posted 25 July 2008 - 11:17

View PostChronosheep, on 23 Jul 2008, 21:33, said:

I see that you moved the turret of the predator back a bit :D . Guess it looks more like a predator now.


I actually resized the wohle model more than once and changed some small details because I allways thought "It looks great, but still... something bothers me. How about a bigger turret? A longer barrel? Smaller threads?" and so on... :wahhhhhaa:
Dunno how often I changed it, but the current version was the first one where I thought it was perfekt - The scale fits with the other units and it looks like a real MBT :)


View PostPredator, on 24 Jul 2008, 14:48, said:

The off-centered turret and exposed treads were the tank's most distinguishing features which made it aesthetically pleasing; different. Now it just looks like every other box-tank in an RTS.


I have to admit that this is the first time I see someone call the EA Predator aesthetically pleasing, most people seem to be quite happy to have a replacement |8

And keep in mind its the GDI MBT, its supposted to be an sturdy, old fashioned tank, not one of Nods/Scrins wacky units.


View PostDutchygamer, on 24 Jul 2008, 10:35, said:

Also, why don't you post this on PPM?


Because the CnC3 section of PPM is basicly dead :/
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#14 Stygs

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Posted 31 July 2008 - 00:30

So, heres something new I made during the last days:

New Tiberium particles for mutants & upgraded Nod infantry:

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Currtenly, Nod troops have a smaller Tib aura, through I dont know if I should keep it (it might be better for gameplay if the Nod troops get the more visible effects).
The TW style Rocket Troops and the Saboteur are mutant units, I still need to make a new model for them (or wait till Mastermind/APOC send me the missing ArtPack models, though that may take a while....)

Also new:

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This picture is inda old, but I never showed it here before :D
As you can see, I swaped some skins - There is now a visible differene between normal G.D.I. troops and troops mit Armor Upgrade (also notice the different HouseColor spots). Commandos got the blue texture while Tone Trooper got some random skins.


JUst wondering: Is there anybody here who might be interested in making some infantry animations for me?
TWA 1.5 will have some new gameplay stuff like burning soldiers runnig around or crushed soldiers being able to survive (looks funny when a seeker drives over missile troops and the soldiers just get up again and kill the seeker with a missile barrage).
While most of the needed animations are part of the SDK, sone animations are still missing and my animation skills are quite bad |
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#15 Stygs

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Posted 14 August 2008 - 22:05

http://s283.photobucket.com/albums/kk288/S...nt=RiftGen3.flv

(no description needed, its pretty much self-explanatory :flysmash: )

Edited by Stygs, 14 August 2008 - 22:06.

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#16 Mighty BOB!

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Posted 14 August 2008 - 22:57

=O I love you.
WOL nick: migtybob

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We are living in a post-common sense society.

#17 Slye_Fox

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Posted 15 August 2008 - 00:34

description IS needed,it is NOT self-explanatory

how is it different to the normal rift generator?

Edited by Slye_Fox, 15 August 2008 - 00:35.

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#18 Stinger

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Posted 15 August 2008 - 00:38

Holy shit, dude, you actually made the Rift Generator suck the units into it like a vacuum instead of just killing the stuff on screen. Awesome.

Why couldn't EA do this, eh?

#19 JJ

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Posted 15 August 2008 - 06:23

Awesome. :P

*wants to implement into own mod*

#20 Dutchygamer

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Posted 15 August 2008 - 08:59

Wow, nice indeed! Good job Stygs :D
Also, lol at the Nod Cabal :P

Edited by Dutchygamer, 15 August 2008 - 09:00.

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#21 Chronosheep

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Posted 15 August 2008 - 11:12

Nice to see that you got it working too :D

I'm glad to see this feature appear in another mod after I abandoned my own project |8 .

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Why couldn't EA do this, eh?

They kinda did (but I don't know how well their code works)... but then they messed it up by making everything immune to it :P

Edited by Chronosheep, 15 August 2008 - 11:15.

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#22 Dutchygamer

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Posted 15 August 2008 - 12:17

I think they did it to balance it; that some units still can run away, making it less OP :P
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#23 Stygs

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Posted 15 August 2008 - 12:34

Then they wouldnt have left all the coding still activ in the xml files :P

It looks like a lot of weapons were intendet to have such effects, but the weapon codes are faulty and the units dont have the codes needed for it...
I think EA broke the shock wave codes during the develpment and then scrapped the idea alltogether instead of fixing it :D
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#24 Dutchygamer

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Posted 15 August 2008 - 16:01

Shockwaves? Like in Generals? Cool!
I may get back to TW modding :P
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#25 ribot1980

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Posted 15 August 2008 - 17:47

I love this Mod...

The new infantry skins most...

But guys, i wanna request if ya need some unit ideas ???

For example :
that little thingy here was made by me a few months ago...
A small hover Scout which move very quickly for discovering the terrain and with light double maschine gun

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Ok the model and theTextures are not so perfect... i know... i am just a beginner without any materials...
Maybe someone could tell me wherwe i could find some nice Templates as basical Material... :P


Greetz Ribot :minigunner:

Edited by ribot1980, 15 August 2008 - 17:59.

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