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Ska-Ara

Former Developers
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Everything posted by Ska-Ara

  1. Havoc long time ago u wanted to show how to set up buildings for the game. Still in ur mind?^^
  2. hande are u handy with texturing? i think after finising these allied models i want to bring them first to the game and after that i make the soviet vehicles. so i need some skilled texturing dudes and maybe i unreal scripter for build in special features and such stuff.
  3. so heres the finished mirage tank just joking heres the real ones^^ next and last allied vehicle the prism tank
  4. back to topic dudes after the modelling i will prepare all the vehicles like shown in the havock videos. i dont have any idea of unrealscripting. but i think there could be a possibility to "switch" a vehicle after an trigger is used. f.e. G.i goes into ivf>G.i is driver trigger pulls>command: change modell of the ivf to Gunner one> vehicle changes my progress so far
  5. i have a scripter in the background. but has no job for him at this moment. my full fokus is modelling of the vehicles these days^^
  6. Hey dudes , im a modder in this forum but also an horrible rx gamer in the most games my death counter is much higher then my kill counter.. some dudes would call this a feeder my problem is that im pretty handy with common shooters but renx is much different from them. I think one of the reasons is that im not sure how to play the different charakters at gdi or nod. so i wanted to ask you dudes if someone could make an youtube season just to show the units and explain in about 10 min how to use them.. whats are cons and pros.. and some tactics. that could be veeeery helpfull if someone want he can write me some tipps here aswell thx dudes!
  7. I have changed my plans a little bit. After the Allied Vehicles i start to make soviet vehicles . After that i try to make them all usable for the game. So it could be easier to play them alone as with the complete mod i think for the most ppl its a good solution to try my mod and try some good old ra 2 vehicles maybe i find someone who want to make a ra 2 map for me thx dude
  8. nearly finished ifv found some small bugs.. but think its ok so far? you see the 4 main types of the ifv and the original ones at the backside of them next vehicle is mirage tank
  9. it was from the ra 2 datas without yuris revange so it could be .. but dont think so maybe another experimental
  10. hey guys one question. i extracted the ifv from the ra 2 datas.. theres about 14 different waepons for the vehicle.. most of them are experimental.. a drill.. a tower.. a dont know.. lots of unsable stuff.. but there is a gun.. did u guys ever see this ingame?
  11. i think this is ok for the moment. the rest will make the later mapping.. so i hope next Infantry Fighting Vehicle short IFV with his different Towers
  12. thats true. but WHEN im photoshopping a map.. it should be look like something usefull. f.e. if i just take automaticly unwrap und do a flatten mode. it would look ugly... something similar to this google pic https://optimisticpainter.files.wordpre ... our_uv.jpg but to work good in photoshop it would need something more tiny up like this http://vignette3.wikia.nocookie.net/cnc ... 0502100624 and thats another matter.. im not that skilled that i can make for every model a high and a low poly version. you guys dont need to expect that my mod will look like the renx qualitiy. thats not MY goal und more less my skill level. i want to make a game where u can play and feel RA2 like. and in my opionion the ppl will love to drive a gryzz tank even its not looking like a "game dev skill" vehicle ^^ so in this kind my model has now about 3k polys.. and the finished one will have about 5k
  13. make "color" and "details " on the map itself is not the problem. to make this make is the problem. i can easly unwrap a cube.. but to unwrap a tank with all his details.. thats very hard
  14. yea still living and alive. i tried some stuff at this time to expand my texture skills but im horribly failed the most tuts in the internet just shows texturing simply models.. i found none which explains how to make a map of a fully tank or something similar i think i take the texturing to the very end after i made all models.. maybe i find someone who can help me. next week i try to show some new vehicles
  15. havoc another question. to the 3d modellig area do u have any good tutorial.. or know some for making a good texturing of objects? how u maybe know im making a RA2 mod. At the moment i work on the vehicles.. Chronominer and Grizzly Tank. I know "fast" unwrap objekts .. and i can probably paint them in mudbox. But ur textures has many details more in the maps. f.e. nails, plates and so on. This give a huge more realistic look on the stuff just by the way hehe
  16. could you do after the vehicles.. shot to how to set up buildings?
  17. for new 3dsmax users i would recommend to view this channel https://www.youtube.com/channel/UCSLLdT ... Qpw/videos its arrimus 3D Channel.. he has alot of videos beginning from the scratch and shows many good ways to make easy but very good looking stuff
  18. arrgh sorry for english. This parts are nothing which are common in the study here i mean the part which "connect" the "wheels" of the tank with the "base". hope that is more clearly then before^^
  19. watched both videos.. seems very good and understandable even for a german quite so far its easier than i thought.. and the most important question.. why is the sueprtank not a hidden/spawnable tank in the game? after i saw it.. i had a vision.. a vision of a tank who shoots 1 hit kill rainbows but another question.. at the udk mid tank.. there are on the chain weels backwards such supressors.. how are they to "weight"?
  20. thx dude i do the best to mak them good looking. today i startet with making the Grizzly Tank Heres the very basic start . The weird looking one is the Original Voxel Model from RA2
  21. my progress on the allied vehicles take progress.. but very slow.. cuz i have no need for beeing fast this ist the actual Progress.. the werid looking model is the original model/voxel exported out of ra2 and yea my model has some mor width ..think it looks a bit better? can u show me a example how u think it should be? i think this drill is a really easy work but has not much priority now for me its important to make all the models which are usable for the gaming. after that i start making this kind of ambient But i definitly need help at the texturing.. its really not my fav work.. and im pretty bad at this
  22. is there no chance to make the server sending all the needed files to the dudes who join the server? like in the call of duty ?
  23. ah i forgot to say. the left one is the Voxel model exportet from Ra2. right one is that one i make try to use the original idea but improve it with some usefull ideas.. hope it works so far^^
  24. ok dude thx i use now some voxel models as "reference" they are much less detailed then the building hehe but dudes.. look here my start for the Chrono-Miner
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