Posted: Wed Mar 31, 2010 5:57 pm Post subject:
Update #5
Good day, folks. It have been a long time with out update. I have went off-line buzy with my real life problems and left team with out proper attention. So when i have pop up on a days i haven't fould anyone at staff forum. :\
I have found it realy demotivating for myself. A lost any interest to RW. I dont want work on it any more. Just resigned. Over. End. I have already PM'ed some of you, guys, about giving everything we did for this mod. If no one will be interested, I will release it as is this at Saturday.
As for me. I have found some interest in work on RA II. Right now i am finished with terrain and did a lot. Here is a sreenshot.
_________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
I'm sorry I've not been that active, but I haven't been for any projects (even my own) since real-life is eating up every second of time I have these days. If you're going to be working on RAII instead, I'll glady take up the same role for it as I did for ReWire. QUICK_EDIT
Sad news, but then again, TS should stick to TS and TS only. Recreating it over YR would've required us to wait for Ares after all. Hope the assets won't get wasted, but instead will find a home in some TS-recreation mod.
Good luck with RAII!
EDIT: Bolt, you misunderstood, RAII will continue whereas RW will not. _________________
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Mar 31, 2010 6:52 pm Post subject:
So you're back to working on RAII? Looks absolutely splendid!
Too bad for RW though. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
What a shame and unfortunately I don't have enough time to work for RW, so it may not be finished at all. It's the very same reason why I wasn't able to continue TFTDR. QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Fri Apr 02, 2010 1:24 am Post subject:
It was only a matter of time till someone took the DTA idea into the RA2 engine. Soon us voxellers will be out of the job _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
palette limitations of what, sorry? with Ares i can make specific palette for any SHP object. Each unit, structure or cameo. For example, in RW i did two different palettes for building of each side, GDI have more tan, brown and gold colours and Nod have more grey shaded colours. I could even expand it to have a specific pallete for each object, if only i could find more easy way to create and edit thouse palettes. Someone should expand OS Palette Editor and fix bugs it have.
Terrain palette or voxel's one are indeed still harcoded. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Well. I wont release any assets, because RW never was dead for real. We are still working on it. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Though you should try giving the units some bright but tiny sun reflection spots (e.g. on edges pointing towards the camera), so they have some nice additional detail which you could never achieve with voxels.
The mammoth also has a slight cartoonish dark outline. Though considering your excellent modeling skills i assume it is indended to be there?!
OmegaBolt wrote:
Huh, there are no slopes... it's just like TD/RA1, everything's flat.
RA2 was no exception to this too, with its stupid non-deformable terrain and the flat maps whose only hill was placed to allow a high bridge. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Though you should try giving the units some bright but tiny sun reflection spots
Triky but I ll see what i can do. Thing is that units are done as full-remaped. And remap colours will be changed to be some more military-like: soviet-green, allied-blue, brown, black, etc. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sat Apr 03, 2010 8:55 pm Post subject:
Lin you understand the system makes no sense when the default terrain type is grass, right?
The use of the deform system was to simulate craters from huge weapon impacts, it worked in TS because dirt was the default terrain.
Dirt terrain + weapon impact = crater with more dirt at bottom.
Grass terrain + weapon impact = crater with grass at bottom? _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
If westwood wanted to fix that they could've. RA2 was just simpler.
That's true. The effort of supplementing the terrain deformation with switching from one terrain to another may have simply been a daunting task which would have had less impact on RA2's gameplay than TS'.
I don't feel that it is very important in RA-II either. If the game is played flat, then there is really no requirement of map deformation.
I'd like to see what Gangster has in store for us... There was talk of psychic weapons and science fiction elements? QUICK_EDIT
If westwood wanted to fix that they could've. RA2 was just simpler.
That's true. The effort of supplementing the terrain deformation with switching from one terrain to another may have simply been a daunting task which would have had less impact on RA2's gameplay than TS'.
I don't feel that it is very important in RA-II either. If the game is played flat, then there is really no requirement of map deformation.
I'd like to see what Gangster has in store for us... There was talk of psychic weapons and science fiction elements?
There was mention of a so called "Messing Tower"(named after a polish psychic called Wolf Messing). QUICK_EDIT
This mod goes much more into the roots of a true C&C game. Star Craft II doesn't stray off from original SC now does it? Last edited by Pepzi on Sun Apr 04, 2010 12:15 pm; edited 2 times in total QUICK_EDIT
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