Ska-Ara Posted January 6, 2016 Author Share Posted January 6, 2016 i think its much better then the last.. but the glow isnt good i think. i tryd to grade up my logo Quote Link to comment Share on other sites More sharing options...
MetaMind09 Posted January 6, 2016 Share Posted January 6, 2016 @Ska Ra looks really nice and sticks very much to the original...only the "X" of the RenegadeX header looks kinda cheap and not fitting. Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted January 6, 2016 Author Share Posted January 6, 2016 better? Quote Link to comment Share on other sites More sharing options...
testman Posted January 6, 2016 Share Posted January 6, 2016 In my opinion, first one is perfect, no need to make any further changes. Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted January 7, 2016 Author Share Posted January 7, 2016 (edited) Glacius thx for ur Work! I used it as Header in the Moddb. My own do i use as Logo Moddb.com Site So heres some special. Does it match the original ones ? Edited January 7, 2016 by Guest Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted January 7, 2016 Totem Arts Staff Share Posted January 7, 2016 I don't know how the original looks like but these screenshots looks awesome. Quote Link to comment Share on other sites More sharing options...
Henk Posted January 7, 2016 Share Posted January 7, 2016 At first sight I tought those were the originals, looking very good! Quote Link to comment Share on other sites More sharing options...
Profane Pagan Posted January 7, 2016 Share Posted January 7, 2016 I wanted to ask. How does the mirage tank on the middle picture rotate it's gun turret? The boxes attached to the turret at the back will get stuck on the hull. On this picture you can't see but you published pictures from it's back view, and I think I saw the engine compartment is above the rotational line of the turret. Oh I rush to add, I like your work and your dedication! Quote Link to comment Share on other sites More sharing options...
ZeroDictator Posted January 7, 2016 Share Posted January 7, 2016 I wanted to ask. How does the mirage tank on the middle picture rotate it's gun turret? The boxes attached to the turret at the back will get stuck on the hull. On this picture you can't see but you published pictures from it's back view, and I think I saw the engine compartment is above the rotational line of the turret. Oh I rush to add, I like your work and your dedication! In Red Alert 2 mirage tank can't rotate it's turret so the answer to your question probably is that it can't. But maybe it will work differently in this one who knows. Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted January 7, 2016 Author Share Posted January 7, 2016 thx for all the positiv comments ! its nice to see that my work isnt that bad i thought mirage tank: yea it has a straigt none moveable turret. Edit: updated first post in this thread Quote Link to comment Share on other sites More sharing options...
Profane Pagan Posted January 7, 2016 Share Posted January 7, 2016 Thank you for the reply! It just prooved I know nothing about the Red Alert series. I think I know what game I'll play on the spring. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted January 7, 2016 Totem Arts Staff Share Posted January 7, 2016 Go ahead, it's a fun game, and lighter side of Command and Conquer Red Alert 2 also gives a much better UI than Tiberian Sun, but as RA2 came after TS, that is to be expected Quote Link to comment Share on other sites More sharing options...
[TmX]Super-Kh Posted January 7, 2016 Share Posted January 7, 2016 actually this is making me crave RA 2 again,maybe mental Omega too Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted January 11, 2016 Author Share Posted January 11, 2016 (edited) Soviet Warfactory Finished Edited January 11, 2016 by Guest Quote Link to comment Share on other sites More sharing options...
[TmX]Super-Kh Posted January 11, 2016 Share Posted January 11, 2016 the door of it seems a bit wierd ? maybe make more gaps (vertical lines) on the door ? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted January 11, 2016 Totem Arts Staff Share Posted January 11, 2016 Yo Ska-ara I could do some map development for the mod Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted January 14, 2016 Author Share Posted January 14, 2016 @ super the door is like the original one @ thommy thats pretty cool what you do offer, the problem is that i havent any kind of props at the moment for the mod. so feel free to make any kind of map which will be ra 2 like. but i dont know if this possible at the moment Update from Allied Ore Ref: Quote Link to comment Share on other sites More sharing options...
OWA Posted January 15, 2016 Share Posted January 15, 2016 Quick question. Are you guys going to be doing building interiors and MCTs? I don't see any doors (apart from on the WF) on your buildings. Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted January 15, 2016 Author Share Posted January 15, 2016 yea sure. at the moment i just make the basic buildings. after that im goint to make interios too.. at the start the most ones will be nearly empty rooms , mct will be more old fashioned pc, and with the time and progress better interior objects will be included Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted January 28, 2016 Author Share Posted January 28, 2016 Long Time no Update So heres the newest Model the Completly Fabruary i will have no updates.. because i have to work alot and have to check some "chances" to raise my rank at my job see you around dudes! Edit: ah here the Tesla Coil Model from inside the UDK . The Red Color should be a bit darker i think. but the rest is quite good Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted January 28, 2016 Totem Arts Staff Share Posted January 28, 2016 Long Time no Update So heres the newest Model the Completly Fabruary i will have no updates.. because i have to work alot and have to check some "chances" to raise my rank at my job see you around dudes! Edit: ah here the Tesla Coil Model from inside the UDK . The Red Color should be a bit darker i think. but the rest is quite good Freaking awesome Quote Link to comment Share on other sites More sharing options...
Former Developers Havoc89 Posted January 29, 2016 Former Developers Share Posted January 29, 2016 Fantastic work! I recommend you get a hold of substance painter, and use that to create texture presets for allied and soviet assets. Then just quickly drag & drop presets onto all your assets for instant textures. Not only will your textures be consistent, their detailing will also be unique to each asset for better results. There are also some amazing UVing softwares out there such as UVLayout, which make good/efficient UVs in a fraction of the speed of 3ds max or maya. Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted January 29, 2016 Author Share Posted January 29, 2016 Fantastic work!I recommend you get a hold of substance painter, and use that to create texture presets for allied and soviet assets. Then just quickly drag & drop presets onto all your assets for instant textures. Not only will your textures be consistent, their detailing will also be unique to each asset for better results. There are also some amazing UVing softwares out there such as UVLayout, which make good/efficient UVs in a fraction of the speed of 3ds max or maya. I will take a look on this Stuff.. thx Mate . @ Thommy thx for the words Teslacoil was modelled by Hm Shark and Metamind made the textures Quote Link to comment Share on other sites More sharing options...
hm shark Posted January 30, 2016 Share Posted January 30, 2016 @ska-ara hmm, the spheres in the bottom part of the tesla coil looked different ( darker and better in my opinion) in the pictures meta-mind sent me Quote Link to comment Share on other sites More sharing options...
Henk Posted January 30, 2016 Share Posted January 30, 2016 That picture is made in his texturing edit-software (is it substance Painter?), which supports metallic and roughness maps, UDK doesn't have that as far as I know, unfortunately. I've been very dissapointed when I made my materials for my custom meshes look really good in Substance Painter and Designer, and then have them look pretty 'meh' in UDK. I still think the material looks good for the most part, but the metal part in the middle needs to be more specular. Quote Link to comment Share on other sites More sharing options...
MetaMind09 Posted January 30, 2016 Share Posted January 30, 2016 @Henk dont worry about that I think I ve found a kinda solution to this...and yes I m using Sub Painter. Quote Link to comment Share on other sites More sharing options...
hm shark Posted January 30, 2016 Share Posted January 30, 2016 no im not talking about that, im talking about how in the picture i have, the sphere is darker, which looks more like the original tesla coil. Also, im done with the sentry gun model Quote Link to comment Share on other sites More sharing options...
Former Developers Havoc89 Posted January 30, 2016 Former Developers Share Posted January 30, 2016 You don't have to use the PBR shader model in substance. You can use traditional BlinnPhong shader to paint textures with good ol' fashion specular and glossiness instead of roughness and metallic. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted January 30, 2016 Share Posted January 30, 2016 You could look into quixel as well https://www.youtube.com/user/quixelteddy Quote Link to comment Share on other sites More sharing options...
Newbie Posted February 6, 2016 Share Posted February 6, 2016 Very impressive. Quote Link to comment Share on other sites More sharing options...
Redline Posted February 11, 2016 Share Posted February 11, 2016 Super excited to use some of these new buildings and base defense models. I think some new gameplay objectives / defense objects will bring a fresh experience. Any plan for how the game mechanics will work with the ore refinery? I see half the models made here need texturing still, and animation, and code itself in the game to make them actually function. All this new stuff is amazing, but coordination needs to begin with map makers if we want to see it all in action. Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted February 13, 2016 Author Share Posted February 13, 2016 Super excited to use some of these new buildings and base defense models.I think some new gameplay objectives / defense objects will bring a fresh experience. Any plan for how the game mechanics will work with the ore refinery? I see half the models made here need texturing still, and animation, and code itself in the game to make them actually function. All this new stuff is amazing, but coordination needs to begin with map makers if we want to see it all in action. hey redline. at the moment i dont have any clue how to make it all by my own. i was looking over 2 month activly for guys who want to help me with different parts of the projects. but the truth is none of the about 10+ppl who i asked have time/mood to help me. so at the moment i have me as a modeller metamind as texturer but with broken pc at these days hmshark who is modeller too and thommy who want to make a map when the time is right we need much more helpers .. 1-2 texturers 1-2 scripters ect so at this moment i dont believe that we can finish this project on a state i wished to have. well see what the future will be^^ Quote Link to comment Share on other sites More sharing options...
Agent Posted February 14, 2016 Share Posted February 14, 2016 I want to say that the amount of additional code actually required should be relatively nominal. When you actually get the models and such ready, I might help you out as far as that goes. Please note however, that I will not help with user interfaces (I generally avoid working on UIs). Quote Link to comment Share on other sites More sharing options...
Redline Posted February 14, 2016 Share Posted February 14, 2016 I think you should scale back the ambition (unfortunately). I think focusing on getting 1 specific building or 1 specific base defense model (like tesla coil for instance) into the game would be a great first step. The total red alert 2 conversion should happen slowly over time. There is already so much accomplished in my opinion. I think we need a discussion on what some of these new buildings might do differently so mappers such as myself can start thinking on how to design a map around them. Cliffside should be "relatively done" by the end of this month so I'm looking for something fresh/new to work with. Quote Link to comment Share on other sites More sharing options...
Former Developers Havoc89 Posted February 15, 2016 Former Developers Share Posted February 15, 2016 Agree with Agent, coding wise, there isn't much about it that will make things complicated. Its more so about getting your buildings, vehicles, characters & weapons up modeled and textured. I suggest going for a basic list of assets first, and build up on it. So a good start would be to take a map like Islands and switch it out with RA2 buildings. So focus on the 3 main buildings, get your free infantry characters, and focus on the basic vehicles first. Once you have the necessary assets, everything after that will be a piece of cake. Do you have a list of what assets you have modeled and or textured so far? Quote Link to comment Share on other sites More sharing options...
Redline Posted February 15, 2016 Share Posted February 15, 2016 original post has up to date info on which models are done. Seems a lot of texturing/animation to be done. Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted February 15, 2016 Author Share Posted February 15, 2016 I want to say that the amount of additional code actually required should be relatively nominal. When you actually get the models and such ready, I might help you out as far as that goes. Please note however, that I will not help with user interfaces (I generally avoid working on UIs). i dont mean "new" code.. i mean all that kind of code "scripts" for the vehicles and the buildings. But i thank you alot for offering help with the ui is ok for me I think you should scale back the ambition (unfortunately). I think focusing on getting 1 specific building or 1 specific base defense model (like tesla coil for instance) into the game would be a great first step. The total red alert 2 conversion should happen slowly over time. There is already so much accomplished in my opinion.I think we need a discussion on what some of these new buildings might do differently so mappers such as myself can start thinking on how to design a map around them. Cliffside should be "relatively done" by the end of this month so I'm looking for something fresh/new to work with. how i said some posts before.. i dont wan to do all at first. the first big step is just to replace all exisiting buildings and vehicles, after that i want to make all the interior and assets for different stuff. but yea you totaly right that i should first finish one whole model to see a result and hopefully get more motivated^^ as far as i know the buildings have no specifications.. maybe a basement but nothing special i think. Agree with Agent, coding wise, there isn't much about it that will make things complicated. Its more so about getting your buildings, vehicles, characters & weapons up modeled and textured.I suggest going for a basic list of assets first, and build up on it. So a good start would be to take a map like Islands and switch it out with RA2 buildings. So focus on the 3 main buildings, get your free infantry characters, and focus on the basic vehicles first. Once you have the necessary assets, everything after that will be a piece of cake. Do you have a list of what assets you have modeled and or textured so far? the main idea isnt bad.. buthow i said.. i cannot texture/uvunwrapp very well and im also to less skilled to make organic stuff like humans. so for this parts i need alot of help. on the threads #1 post here viewtopic.php?f=135&t=75056#p147753 you see the actuall progress. Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted March 2, 2016 Author Share Posted March 2, 2016 So guys, i dont want to talk around the Problems. i got a new job and i also have to move around. Cuz this new Situation i absolutely have no time to work on this Mod in the next weeks/month. Its very pitty with the new situation. On one side i woud love to have more time to work on this mod. On the other side.. i love the new money too . I hope no one is now anger with me. But i think everyone can understand this. I will update all my models in the next days. SO everyone can use it. If anyone want to take lead of this mod he can write me too I dont know if shark and meta want to work here still forward. We´ll see. Sry for the bad news dudes Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 2, 2016 Totem Arts Staff Share Posted March 2, 2016 We need to create a new team that will continue the project. It will be such dissappointing if this mod will be cancelled Quote Link to comment Share on other sites More sharing options...
Glacious Posted March 2, 2016 Share Posted March 2, 2016 Hey Ska, Agreed it would be a shame to see this mod stop in it's tracks as you have done a really good job on the models so far and enjoy looking at all the new updates you post have to admit, but as with everything life/job/money comes first which I think we can all understand. Would be great if all your progress could be continued by someone, let's hope someone worthy appears, Fingers Crossed, and hope one day you find time to return G Quote Link to comment Share on other sites More sharing options...
testman Posted March 2, 2016 Share Posted March 2, 2016 I'm actually very interested to see how this mod would play. I couldn't find anywhere, are files publicly available? If not, dump everything to Moddb or Github or somewhere, so that people can get their hands and continue your hard work. Quote Link to comment Share on other sites More sharing options...
hm shark Posted March 6, 2016 Share Posted March 6, 2016 I dont think that posting all his hard work on the internet is a good idea.... People could possibly use the models for something other than this mod.... Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted March 6, 2016 Author Share Posted March 6, 2016 I dont think that posting all his hard work on the internet is a good idea.... People could possibly use the models for something other than this mod.... because that i want to share it when someone can use this stuff for his own work.. like a game.. render pictures.. to see how i worked.. then im honored to help him with this way so my stuff has more then one use in this world Quote Link to comment Share on other sites More sharing options...
hm shark Posted March 6, 2016 Share Posted March 6, 2016 As u wish bro, but the concepts of the models are copyrighted lol so noone can use it in their game. EA would sue them if they try to profit from it. Quote Link to comment Share on other sites More sharing options...
testman Posted March 9, 2016 Share Posted March 9, 2016 Just got this somewhat related idea: if there was to be a Chronosphere in RA2 mod for RenX, it could be used as "time bubble" (instead of it's original function to teleport vehicles). Technology already exists in Unreal Engine 3, it would just need to be reskinned: https://liandri.beyondunreal.com/Deploy ... asis_Field Quote Link to comment Share on other sites More sharing options...
2535261486 Posted March 11, 2016 Share Posted March 11, 2016 Are you going to continue this mod after a curtain amount of time? Or are you just abandoning it completely? Quote Link to comment Share on other sites More sharing options...
Ska-Ara Posted March 11, 2016 Author Share Posted March 11, 2016 @testmen its not that complicated to port some stuff around. so i think we dont need the slomo area but thx for the idea. @variuos numbers at the moment metamind is still working in the background. so this mod isnt dead. its just that i have less/no time. but i want to work again on it in the future Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted March 22, 2016 Share Posted March 22, 2016 The guys have asked me to test with them so I've setup a server for them, screens; Quote Link to comment Share on other sites More sharing options...
Henk Posted March 22, 2016 Share Posted March 22, 2016 woah epic Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted March 22, 2016 Totem Arts Staff Share Posted March 22, 2016 That is really good, new Art of War i like it and hope to see more RA2 Stuff in the Future Keep up the great Work! Quote Link to comment Share on other sites More sharing options...
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