Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Mon Jul 15, 2024 5:53 am
All times are UTC + 0
XTX progress report
Moderators: daTS, Gangster, Team Black
Post new topic   Reply to topic Page 1 of 2 [69 Posts] Mark the topic unread ::  View previous topic :: View next topic
Goto page: 1, 2 Next
Author Message
Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Oct 13, 2008 7:14 am    Post subject:  XTX progress report Reply with quote  Mark this post and the followings unread

post 1000 I released the voxel truck pack
post 2000 I gave an excellent preview of the Tiberian Odyssey campaign
Now for post 3000 I'm pleased to finally give you some XTX eye candy.

Behold:



This schmecksy monstrosity of a train station is the work of Lin Kuei Ominae, which is actually several buildings in one - and even features a transparent glass roof!

You may recognize some other objects in this shot, like the street lights and railroad crossings that are in Odyssey and Twisted Insrrection - that is because these mods already feature material from XTX, though the public version is currently under way.
As soon as the first internal build is together, we'll start work on some snow theater XTX, as well as some marble madness tiles. Cheers, PPM! Smile

_________________
The Fall of Hammerfest - Epic Tiberian chain story

Tiberian Odyssey mapping department. Discord
The Team Black Index

Last edited by Team Black on Mon Oct 20, 2008 11:06 pm; edited 1 time in total

Back to top
View user's profile Send private message
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Oct 13, 2008 8:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Woha, nice! I do hope the Train Station is made so that the train doesn't destroy it when entering it #Tongue

Back to top
View user's profile Send private message Send e-mail Skype Account
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 13, 2008 8:19 am    Post subject: Reply with quote  Mark this post and the followings unread

of course.
and it's up to you if you use the outer railway entraces or the one in the middle. Wink

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Mon Oct 13, 2008 9:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Just wondering, is it possible to make units use the trainstation as a safe passage to cross tracks?

Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Oct 13, 2008 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Only if it's converted to terrain (made into a tunnel), but that 'll be quite a pain for both Lin Kuei Ominae and the mappers to get right... Too much trouble for a too small achievement really.

_________________

Back to top
View user's profile Send private message ModDB Profile ID YouTube User URL Facebook Profile URL
Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Mon Oct 13, 2008 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome, we got the streetlamps. Nice work so far.

By the way, I think that the old concrete shores were better.

_________________

Back to top
View user's profile Send private message Skype Account AIM Address
Liten
Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Mon Oct 13, 2008 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

The 2 things at the side of the train station, what is that????

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Oct 13, 2008 4:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Civilian Fusion Power Plants.

Back to top
View user's profile Send private message
Liten
Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Mon Oct 13, 2008 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aha, those things that the stupid Globotech Company forgot to place in you new map, right???

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Oct 13, 2008 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is X.T.X. Buddy, Not Twisted Insurrection.

Back to top
View user's profile Send private message
Liten
Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Mon Oct 13, 2008 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

But it´s still the same game, right???

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Oct 13, 2008 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

The mods are for the same game yes...

Back to top
View user's profile Send private message
Liten
Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Mon Oct 13, 2008 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

*Ta-daa* Very Happy Very Happy Very Happy

Back to top
View user's profile Send private message
daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Oct 13, 2008 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

the power plants are outdated,
or at least they should be.. I made a new one for it.

_________________
"Reality is a lovely place, but I wouldn't want to live there." -Adam Young

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account
Julius Clonkus
Vehicle Drone


Joined: 01 Jul 2008

PostPosted: Tue Oct 14, 2008 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks nice. Will the rail barriers rise and lower with the gate logic in-game? Very Happy

_________________
I just registered for posting in the TO Forums and to prove its awesome-ness!

Back to top
View user's profile Send private message
0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Tue Oct 14, 2008 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Surprised That's very nice work LKO! You seem to surprise me every time. Keep it up! Wink

Back to top
View user's profile Send private message Skype Account
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 14, 2008 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks for the good comments.

Julius Clonkus wrote:
Looks nice. Will the rail barriers rise and lower with the gate logic in-game? Very Happy

yep, but for this to work, the mapper has to use an invisible dummy unit which always stands on the gate (to keep it open) and if a train comes near, leaves the gate for this while (to close the gate), then returns back on the gate.
A lot of trigger work for the mapper, but the barriers as gates work already.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Tue Oct 14, 2008 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why isn't there an open/close gate trigger? Crying or Very sad

Back to top
View user's profile Send private message Skype Account
Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Tue Oct 14, 2008 11:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see a problem with that gate logic thing through the triggers... Though a dummy unit would be useful, but what would you do if that dummy unit happened to be killed? And if there was a trigger made to replace it, what will happen if that one as well was destroyed? Wouldn't that cause problems?

Back to top
View user's profile Send private message
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Tue Oct 14, 2008 11:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can make units invincible... Like tiberium trees.

Back to top
View user's profile Send private message
Julius Clonkus
Vehicle Drone


Joined: 01 Jul 2008

PostPosted: Wed Oct 15, 2008 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Phobonaut wrote:
You can make units invincible... Like tiberium trees.

But still there's the nasty problem if the player uses a shitload of units close to the gate and the dummy unit can't move away from the gate properly, it will most likely try to take a shortcut by moving on the rails, and if the train comes it's BOOM and the dummy is dead. Trains crush everything, even Immune=yes.

Correct me if I am wrong.

_________________
I just registered for posting in the TO Forums and to prove its awesome-ness!

Back to top
View user's profile Send private message
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Oct 15, 2008 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just make the dummy unit a vehicle and IsTrain too.

Back to top
View user's profile Send private message
Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Wed Oct 15, 2008 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

IsTrain would cause it to destroy the gate when it stepped on it #Tongue

AntiHeo, I haven't gotten an shp version of the power plant you made...

_________________
The Fall of Hammerfest - Epic Tiberian chain story

Tiberian Odyssey mapping department. Discord
The Team Black Index

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Oct 15, 2008 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Julius Clonkus: the railway crossings are just eye-candy. imo you shouldn't worry too much about them and if they work correct. And since when does a player has problems to pass a civil gate while there isn't even wall next to the gate.

In addition, if i have to pass a city, there is no more a city when i'm through. Twisted Evil

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Thu Oct 16, 2008 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

the SHP is for public download as well, TB.

_________________
"Reality is a lovely place, but I wouldn't want to live there." -Adam Young

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account
0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Thu Oct 16, 2008 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread


Back to top
View user's profile Send private message Skype Account
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Thu Oct 16, 2008 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Personally, I prefere the old one. The new one looks... Red-Alert-2-ish.

Besides, the old one looks much more like the Nod and GDI powerplants, fitting in with the whole powerplant concept in TS.

Back to top
View user's profile Send private message
Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Thu Oct 16, 2008 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree. The new one looks too.... different, in contrast with other buildings.

_________________

Back to top
View user's profile Send private message Skype Account AIM Address
0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Thu Oct 16, 2008 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

You've never seen it? ... welcome to planet earth! *slaps head*

Back to top
View user's profile Send private message Skype Account
Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Thu Oct 16, 2008 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Who are you dissing and why?

_________________

Back to top
View user's profile Send private message Skype Account AIM Address
0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Thu Oct 16, 2008 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

No offence but it's just that it's been on the forum for a while and me: the new guy, finds it before some people find it who have bin a lot longer on PPM as me Confused
Again, sorry if I've offendid someone Wink

Back to top
View user's profile Send private message Skype Account
Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Thu Oct 16, 2008 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's okay, but understand, not everyone has time to check every new post made every day. I was never aware that there was a new version, probably because I had moved to South Africa around the time it was posted, and had no internet access.

_________________

Back to top
View user's profile Send private message Skype Account AIM Address
0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Fri Oct 17, 2008 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're right.

Back to top
View user's profile Send private message Skype Account
Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sat Oct 18, 2008 9:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Back to the topic at hand, I take it we're not going to use cliffs or shores like these?



Screenie.PNG
 Description:
 Filesize:  142.04 KB
 Viewed:  27917 Time(s)

Screenie.PNG



_________________

Back to top
View user's profile Send private message Skype Account AIM Address
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sat Oct 18, 2008 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Phobonaut wrote:
Just wondering, is it possible to make units use the trainstation as a safe passage to cross tracks?


I've been thinking. With the current XTX terrain it's possible to make a traintrack crossing as in the picture.

Could you guys make special terrain so the crossing looks... less chunky?



traincrossing.JPG
 Description:
 Filesize:  13.06 KB
 Viewed:  27893 Time(s)

traincrossing.JPG



Back to top
View user's profile Send private message
!DarkRose
Commander


Joined: 13 Aug 2006
Location: U.K, Birmingham

PostPosted: Sat Oct 18, 2008 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Godofgamers wrote:
Back to the topic at hand, I take it we're not going to use cliffs or shores like these?


Yeah TB spoke to me about this a while ago and he said were not using those shores and cliffs now but instead using the original TX style.

_________________

Silly taco fumbling unicorns nocturnally launch basketballs, Hell March.

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sun Oct 19, 2008 5:51 am    Post subject: Reply with quote  Mark this post and the followings unread

correct. I decided to let Odyssey have the single line cliffs, and XTX have the traditional thick lines..

BTW, gog could you send me the tiles you've made for XTX, so I can put them into the current build?

_________________
The Fall of Hammerfest - Epic Tiberian chain story

Tiberian Odyssey mapping department. Discord
The Team Black Index

Back to top
View user's profile Send private message
Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sun Oct 19, 2008 6:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Sure, I'll have to quickly remake a couple things, but I'll get the tiles to you ASAP.

_________________

Back to top
View user's profile Send private message Skype Account AIM Address
Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sun Oct 19, 2008 6:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I just saw your topic, is that all or is there more?

_________________
The Fall of Hammerfest - Epic Tiberian chain story

Tiberian Odyssey mapping department. Discord
The Team Black Index

Back to top
View user's profile Send private message
Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sun Oct 19, 2008 7:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Whats the point,TO and TI looks almost the same? Very Happy

_________________
Lost Relic[mod]
Lost Relic[game]

Back to top
View user's profile Send private message
Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Sun Oct 19, 2008 7:42 am    Post subject: Reply with quote  Mark this post and the followings unread

@vefbl4: TO and TI are two completely different mods, going different ways and different styles. Yes, they may be using some of the same terrain pieces, but that's pretty much the only similarities I can see, some of the Terrain Pieces... Besides the argument that the Nod Sidebar for TI looks like the TO one... Other then that, only the terrain pieces is what I can see that is similer in both mods.

Anyways... The Expansion to the terrain expansion is looking pretty good, TB. Keep at it with your staff Very Happy

Back to top
View user's profile Send private message
Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sun Oct 19, 2008 8:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok,ok..dear genious, you are right ;as usual.

_________________
Lost Relic[mod]
Lost Relic[game]

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Oct 19, 2008 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Besides the argument that the Nod Sidebar for TI looks like the TO one... Other then that, only the terrain pieces is what I can see that is similer in both mods.


I Don't think it does at all. Compare them, they're nothing alike. Just cause they have similar colors doesn't mean they look the same, It's Nod for God sake, what other colors are we going to use? Pink and Yellow? Neutral

Back to top
View user's profile Send private message
Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Sun Oct 19, 2008 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

I might... o.o; For the renegade factions in my mod Very Happy

Plus, I never looked at TO's sidebar, I'm only refrencing comments about how TI's sidebar looked like TO from the other people.

Back to top
View user's profile Send private message
Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sun Oct 19, 2008 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
I just saw your topic, is that all or is there more?


There's a bit more, but I'm not sure how much of it is compatible with the current build.

_________________

Back to top
View user's profile Send private message Skype Account AIM Address
Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Oct 20, 2008 2:35 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not quite sure what you mean. Incompatible because of the thin stripe cliff? are the names of the cliffs conflicting with the XTX temert.ini?
- we can edit the tiles as we need to, I'm assembling a completely new build..

_________________
The Fall of Hammerfest - Epic Tiberian chain story

Tiberian Odyssey mapping department. Discord
The Team Black Index

Back to top
View user's profile Send private message
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Mon Oct 20, 2008 8:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Does everyone forget my train crossing question?

Back to top
View user's profile Send private message
0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Mon Oct 20, 2008 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

You said something? XD
No really, it's a good idea. Smile

Back to top
View user's profile Send private message Skype Account
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 20, 2008 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

small 1 cell big city cliff train tunnels are afaik already on the todo list. With these and the city cliff slopes it should be an easy job for the mapper to create your train crossing. Wink

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Oct 20, 2008 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know if tunnels should really be less than height=4, for the sake of big units like mammoths and disruptors and stuff

_________________
The Fall of Hammerfest - Epic Tiberian chain story

Tiberian Odyssey mapping department. Discord
The Team Black Index

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 2 [69 Posts] Goto page: 1, 2 Next
Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2161s ][ Queries: 15 (0.0153s) ][ Debug on ]