Posted: Fri Jul 22, 2011 10:42 am Post subject:
Tech base Expansion Node
Subject description: After Soviet, Allied and Yuri, you can enjoy in Tech version
Fear me mortals! Now, I just made new Base Expansion Node. After Soviet, Allied and Yuri, I created Tech Base Expansion Node.
As Tech building, it doesn't have buildups, but has animations, yellow flag. Also because it is white colored, you can barely see difference between normal and snow version, but there are still differences. Look carefully!
Also, codes are little different, so copy paste these, and do not forget to put animations in list in RULEDMD.INI
XXX=CANODE_A
XXX=CANODE_AD
Building can be good as Expansion building, some of stealth and disguise sensors, stealth generator, whatever. Thats why I provided icon too.
Now, enjoy!!!
RULESMD.INI
;Tech Base Expansion Node
[CANODE]
UIName=NOSTR:Tech Base Expansion Node
Name=Tech Base Expansion Node
Strength=500
TechLevel=10
Sight=8
Armor=wood
Cost=1500
Points=5
Power=0
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Capturable=true
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=5
MinDebris=3
BaseNormal=yes
EligibileForAllyBuilding=yes
Insignificant=yes
Nominal=yes
CaptureEvaEvent= EVA_TechBuildingCaptured ;Eva (and therefore 3way split) voice to use when captured
NeedsEngineer=yes
Unsellable=yes
RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)
The idea is fine although I think the structure stands out too much from the other tech structures its probably to do with the base.
Thanks!
Allied General wrote:
The biggest issue is the damage frame, it just looks like a paint job where you drew some black cracks.
Ah, that. Damaged frame from normal one has few differences.
As you can see, when it is zoomed, you can see differences very well, because it is white colored, and makes problem with noticing.
Also snow version is different from original but you can barely see on first look.
Allied General wrote:
Effects like rubbles/burn/missing portions of structure look a lot more realistic and just visually pleasing.
Thanks for reminding me.
Allied General wrote:
Also about posting code, you just keep it in a readme file.
Well, I always post code because people are often lazy to download and unpack files. They judge mostly on what they can see from screenshots. Rare people download and check what they are interested in. So, if someone wants to see how did I code something, I put it often in topic. _________________
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Fri Jul 22, 2011 4:32 pm Post subject:
Needs work. Shading is all wrong, colors are poorly chosen and even more poorly implemented, and this structure has no logical use. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
Why doesnot it have logical use?
Someone may find it of use. Actually I received PMs to make civilian one too, which means that it may be useful.
I suggest you to keep posting about what is wrong with shp like this: ,,Needs work. Shading is all wrong, colors are poorly chosen and even more poorly implemented", thank you for that. _________________
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Fri Jul 22, 2011 6:06 pm Post subject:
Take a look at other round designs. And pay attention to shading. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
I like the idea, but colorwise it's just not fitting in with the other tech buildings. Make it look more like the Oil Derrek's darker gray tones rather than the bright white it has on the base, use the burn tool in SHP builder, and also add in rubble. Blow a hunk off and burn it out with the burner, then add rubble in a logical area below. _________________ Victory! QUICK_EDIT
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