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Revan9190

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Everything posted by Revan9190

  1. Hey everyone. The progress on the mod is still going, albeit a little slow. I'm trying to fix the Allied and Soviet Rifle infantry, as well as the GDI and Nod commandos. I'll fix the configs up to make sure that they can be used regardless of what version you guys may have. I've been consolidating the configs so that you guys will have less files in the directory. I'm also inquiring if anyone might let me retexture the Landrover from the UKF mod to be the Ranger from Red Alert. Also would love recommendations for APCs for both factions. Also, does anyone know the policy of retexturing the C-130 that's released? Was also really wanting to do the FA/18 for GDI. I only ask this because I seek permission for using any models publicly released instead of just retexturing them without asking. I have a code of honor and take all of this seriously because I respect the authors' wishes. I love working with the community and would like to expand the arsenals of all factions beyond that of the original games. I'm also curious as how to make a minelayer out of the M113. Is it remotely possible? Imagine placing land mines behind you as you drive. You can make huge mine fields in a flash as a defense. One last thing. I will fix the Dropbox link for everyone. :) I'd also like to try and get it up on OFP Gamepark if at all possible.
  2. Revan9190

    Operation Plastpoint: Toy War Crisis

    Thanks. Yeah, that does seem like an easier way to obtain them! I will see what I can pull off. :)
  3. Alongside my Command & Conquer project, I have been thinking of other tiny projects that might be really fun to do. One of these projects I wanted to undertake is based on one of my favorite franchises of all time: Army Men. I remember vividly playing with tons of these sets as a kid and also the many games that came out for it. The game I remember most is Sarge's Heroes 1 and 2 (the N64 versions - as that's what I had at the time). I loved the idea of toys coming to life and waging war both in their world and ours. I searched recently and there use to be a mod for OFP in progress a long time ago, but it sadly ceased production, so I feel like maybe I can take up this kind of project. I think it'd be kind of easy, because the weapons are easily recreated and everything is mostly western equipment - but maybe I can expand on this with some more vehicles (to stand out a little) and weapons later. This project wouldn't require much at all as you'd have to primarily make everything look all plastic and matte colored, which I think would be easy enough to do. The mod will initially only contain the Green Nation and Tan Republic, but will eventually see the Blue and Grey nations. Based on what I've seen, this is what I'd need for even the basics: Vehicles: M48 Patton (I can use an M60, because there's not a proper M48 Patton yet) [x] - Done UH-1 Huey (I'd like to seek out permission to re-skin one) (Will use Blackhawk or Chinook?) M3 Halftrack (I can just as easily use a different APC for this if I have to, which is fine) (M113 or BMP?) Jeep (can just reskin the basic jeep and jeep w/ mg) Trucks (again, reskinning basic stuff will work) AH-1 Cobra (Army Men: Air Attack) PT Boat (just will reskin the PBR) Advanced Vehicle models for later: P51 (Green Nation plane) Spitfire (Tan Republic) B25 (Green Nation) Tu-25 (Tan Republic) Classes: Rifleman Bazooka Man Sniper Shotgunner Grenadier Flamethrower (this can never be properly implemented, so avoiding this one) Officer Medic Heroes: Sarge Hawk Thick Riff Scorch Col. Grimm Vicky Shrap Private Hoover Bullseye Villains: General Plastro Malice Col. Blintz Field Marshal Tannenburg Baron von Beige Major Mylar Weapons: M16 M79 Grenade Launcher (would have to ask permission for this) M21 M60 LAW (Unless someone has an M1 Bazooka somewhere that I'm allowed to use) And if I can do it, I want to apply some kind of specular map to everything to make them shiny plastic. Maybe also make some scripts to make them make dying sounds when shot. The heroes and villains probably won't make it in until way later, so basically going to only reskin the West soldiers to be green and tan respectively. Green soldiers will have green weapons and tan soldiers will have tan weapons, otherwise it just doesn't look consistent. I also want to make a script that shows plastic chunks flying when shot if that's possible. I mean we have OFPEC blood for the blood, but I'm sure a similar kind of job can simulate plastic flying everywhere. Even melted plastic puddles. :P I just wanted to see what people would think of this - I think it'd be a welcome mod for people who like fictional and different stuff like this. My other idea for a mod is Battletanx and Battletanx: Global Assault, which obviously would only be vehicle based, but I'll share that later. Made a logo for it too: Based off the Army Men Advance logo.
  4. Revan9190

    Operation Plastpoint: Toy War Crisis

    So, since I plan on re-skinning the BIS infantry to be green, tan, and blue (maybe some gray), does anyone know the exact name of the models/files for the West Side? I was going to make the basic rifle infantry, the bazooka man (will use the law), a grenadier, sniper, and medic. I also need to re-skin the weapons to be their respective colors (so green M16, tan M16, etc). I was also going to reskin the 'faces' and also retexture the 'wounds' to basically be big 'melted plastic holes'.
  5. Revan9190

    Operation Plastpoint: Toy War Crisis

    Without too much effort, I made a tan version. I'll post some screenshots soon. I'm going to reskin a lot of the BIS models to be green and tan. I'll also make a couple of Blue Nation things as well. I just need to find out what models and textures I need. :)
  6. Revan9190

    Operation Plastpoint: Toy War Crisis

    Thanks! I've taken a small break from OFP modding, but I'm returning to do this idea soon. This will certainly come in handy!
  7. Revan9190

    DKM T-55 released!

    Great release, guys! Really reliable tank. Never breaks down!
  8. Revan9190

    Extended Effects

    So decided to pair this with Tonal Redux and it's been pretty awesome, actually. I feel like this should be one of the must-have mods for OFP.
  9. Thanks for the reply! :) Definitely helps with my decisions with the mod as a whole.
  10. @Apocalypse83 has at one point said I could re-texture his desert vehicles for this mod, but as I've had no luck with the lib_t55.pbo, I went ahead and compiled it as desert_t55.pbo instead. With that said, delete lib_t55.pbo from @CNCBR/addons directory and place desert_t55 there instead. This should fix the white textures for people. @=SappeR= - I will iron out the "version" numbers soon for you. I'm still sorry that this is still an issue for you. The best way for me to fix this is just give them all required version: 1.9. I'll fix that this week pretty quick and update the archive. :) https://www.dropbox.com/s/5ee467eaj2fx9w7/desert_t55.pbo?dl=0 The only difference is that the end of the barrel has green on it and there's some "green" in a couple other places. Reasoning behind this: in the Generals timeline, the GLA had green as its house colour, and I'm sure Libya became part of the ever-growing GLA in that timeline. ALSO ca. 1977, regardless of timeline, Libya's flag was completely green. Also, eventually expect Libya to have more Soviet equipment, like the BMP-2, Mi-18, etc. I want the war between the Brotherhood and Libya to be rather large and I imagine the battles would be decent size. The Followers of Kane will also likely have more mixes of East equipment, as these guys in my story evolve into the Brotherhood we know. I need some more footage and a trailer should be out sometime. :) @Everyone - I'd like it if people could test out the flags I made for missions to see if they work. I haven't been able to test them out. There should be four flag textures. 1 for Libya, 2 for Nod, 1 for GDI. All for TW1 era.
  11. Does anyone know if mr.Duck is still around? These would be perfect to turn into TibSun era Light Infantry for the mod. Just wanted to ask his permission to reskin/modify these slightly. http://ofp.gamepark.cz/index.php?showthis=10307
  12. Revan9190

    OFP Clean Install - Which Mod(s)?

    @anguis Hey man, long time no talk! Yeah, WW4 and WW4EXT are big ones lately. If you want fewer addons, perhaps give @kenoxite's ExtFX as mentioned by @Marc13Bautista above and the Enterable buildings. :) I don't see why they wouldn't work with WW4. I know that ExtFX is great with my mod that I'm working on as well. So definitely give those a try. I still have all those WGL mod folders on my external for when we played together on your server as well.
  13. Had a conversation with @Macser about his work with Lamentin on Vixer's Strykers and there is an understanding that I can, indeed, utilize them for C&C BR. Here's a shot of a couple of them in action. The 'scheme' is based loosely on Renegade X's rendition of Nod's APC from C&C: Renegade. These are considered Late-War additions to Nod's arsenal. Anyways, I'm still trying to work on fixing the commandos, and the Red Alert infantry freezing the game. Also the problem with the T-55. :/ But alas, indeed still working on things. :) Thanks for following the project everyone! A much bigger thanks to those who provided help with the mod's development. Peace through power!
  14. I thought I stated that in the readme? Erm, guess I forgot to put that. Sorry. That's weird, the T55 was working for me. I'll figure it out. This is why it's still in beta. :/
  15. Revan9190

    OFP videography

    A little gameplay preview of the power of the Obelisk.
  16. Here's release 3, guys. Obvious bugs are mentioned in the readme (at least I think the readme is current... I know I updated the file and it looked like it was updated) and a lot of the big ones were ironed out. https://www.dropbox.com/s/e4xpl3wtjrkbagv/%40CNCBR-beta3.zip?dl=0 @=SappeR= - I fixed the harvester problem. It's because it was referencing the old harvesters that @krzychuzokecia included in his stuff. Since @Macser remodeled those, I figured these would be better. Thus, I went ahead and deleted the older entries so that there wouldn't be a conflict with the harvesters anymore. :) Also along with the green Tiberium (Tiberium Riparius) under [C&C BR] Tiberium (under Empty), you have Tiberium Vinifera and Tiberium Cruentus. Hopefully I can get the actual spore plants/trees as well sometime. If I can figure it out, I plan on adding scripts so that you slowly die in Tiberium Fields and the Vinifera and Cruentus crystals have chances of exploding. Is that even remotely possible? I look forward to any missions with C&C BR. I suggest trying to play with WW4 Mod or ECP...or even the recent Extended Effects addon by @kenoxite. :) Also a little video treat will be posted in the Videography thread. ;)
  17. Thanks for being dedicated to the mod, everyone! It really means a lot. You'll be pleased to know that I just got done implementing Tiberium Cruentus (cruentus meaning "blood-red" or "crimson"). Even though it has been shown in Tiberian Sun, I just thought it'd be nice to have it in the Dawn era as well, albeit VERY rare if canonical. Also, on the wiki it's said that it was suppose to have a "dark blue" color on the crystal, but I'm going with what cruentus actually means and its canonical appearance in Tiberian Sun. At some point, I'd eventually love to script in Tiberium effects. Infantry would slowly take damage walking through any of the Tiberium patches. Blue has a chance to explode and chain react any of the surrounding "spores". Red has an even higher chance to explode violently and these explosions would also effect lightly armored vehicles. So perhaps if someone made a mission where you're overseeing harvesters operating in a blue or red Tiberium patch, and the enemy shows up for a perfectly timed ambush by using the explosive nature of the crystals to destroy the convoy. It would make for some interesting missions. Also as much as I loved the yellow thrust on the ORCA, I kinda wanted the thrust to be blue like in Renegade. I don't know if it's nostalgia or what, but be sure to let me know what you guys think of it. Thanks again for following. I'm hoping to release what I currently have soon with an updated readme. :)
  18. Wow, my topic has been dead for awhile, but I suppose I should post a tiny update. It's not much, but Blue Tiberium has been confirmed in the field. Even though it primarily showed up in the second and third wars, it wouldn't have been impossible to have been there during the first (albiet not as much spread around and very rare). Adding to that, I also made the first set of Commandos for GDI and Nod. Nod Special Forces are officially known as Black Hand operatives now, at least in my continuity, but it's not straying too far from canon. I'm hoping to finish up the Stealth Tank model sometime, but that might be awhile from now. I'm sorry I didn't give out a release during the holiday months like I wanted to. I have to fix a few things before the next release is at the very least mildly enjoyable. Anyone with modeling skills would help immensely as I'm primarily a re-texture and config guy. Shouldn't be that much left in terms of base defenses and buildings for the Tiberian Dawn era, which is my main focus of the mod as of now. The blue Tiberium is a bit of a bonus treat. :) Anyways. Later!
  19. Revan9190

    Operation SHOCK (Full Mod + Campaign)

    Ironic, considering it looks like the cyborg in the picture seems to lack...those. But yeah, I wouldn't want these guys facing me down in a dark alley way...or anywhere for that matter. Great job, lenyoga!
  20. Meanwhile, on the Tiberium-verse front! The GDI gains some more airpower! Armed with Mavericks and a GAU-8 Avenger, for those anti-tank and anti-structure needs. Back in the Red Alert-verse, the Soviets have the Hind Gunship! It's basically a retextured base-game Hind with the same armament and is the Soviet equivalent of the Allied Apache. All for right now, folks. Hopefully a new release will be right around the corner!
  21. Thankfully, GDI already has their Abrams. It's several pages back, I believe. Thanks for the comment! I still find it rather odd that helicopters that were invented in the 80's (our timeline) were in use as early as the late 1940's in this timeline. But again, the timeline shift accounts for the very advanced technology that the Allies and Soviets possess during the Second World War. Mammoths, Apaches, Twin-Barrelled T-80 MBTs, M113's, etc. Einstein really did mess things up, it seems. Maybe removing Hitler wasn't the best idea after all. Then again, no matter what happened, there would still have been a costly war with massive amounts of casualties on both sides and civilians (seems civilians always get screwed over).
  22. And here are the updated textures for the Allied "Medium Tank" - if I had an M46 version of the Patton, it'd be more period accurate, I think. (1949-1957. The Great World War II, or Second World War (Alternate Timeline set by Einstein), went from 1946-1953.). More to come soon! The reason I didn't use the Abrams was because I feel it'd be way too technologically advanced for the timeline at present (even though we can clearly see Allied M1 Abrams tanks in CGI shots, I prefer utilizing the Patton for this. The Soviets are meant to have heavier armor assets). The following vehicles: APC (Allies), Chinook (Allies), Hind (Soviets), Supply Truck (Allies, 5T), Supply Truck (Soviets, Ural), Light Tank (Allies - if I can get permission to utilize the M24 Chaffee, that'd be the bee's knees and would make the mod more authentic to the game's CGI depictions of units). Also will take off the caution stripes of the 5T's I made for GDI and Nod. Just doesn't look right to me, but will keep the symbols. Following soldiers: Rocket Soldier (Allies), Grenadier (Soviets), Engineer (Allies + Soviets), Shock Trooper (Soviets), Field Medic (Allies), Spy (Allies - I might just make it a 'Commando' instead, because I don't think I could pull off a 'Spy' well. So might be more of a 'Black Ops' kinda guy). For GDI and Nod I still have the following vehicles I want to do soon: UH-60 (GDI + Nod), F-18 (GDI), F22 (Nod), Stealth Tank (already kind of a work in progress). Units for GDI and Nod: Commandos (including Havoc and the rest of the Dead Six, as well as Black Hand commandos for Nod. TD6 and crew will be later down the line, so I'll have to just make some generic commandos for both. The Black Hand will likely have colored uniforms - such as red uniforms under black vests - and don red berets. GDI commandos will likely use boonie hats like GDI's current sniper, but will be utilizing weapons ranging from MP5SD's and M4's - and Nod Commandos will utilize MP5SD's or H&K G3's. And maybe I will have units that wield .50 anti-materiel rifles ("Ramjet" in Renegade), to properly show off the commandos. Sidearms will vary.
  23. Finally, as promised - the Ranger. I would have personally preferred using a Landrover model, though.
  24. Allies finally get some air power! I still find it odd that, in Red Alert lore, the Apache "Longbow" was in service in the 40's and 50's (closer to the end of the war in the early 50's). The AH-64A was produced in 1984 and was deployed to Europe in 1987. It wouldn't be until 1997 when the AH-64D would be delivered. But since this is an alternate reality, I feel like such tech could be forgiven, as Einstein's removal of Hitler could have caused some serious technological advancements. In any case, the Longbow will be making its appearance supporting Allied powers against the Red Tide.
  25. My aim here was to portray the Allies close to what they appeared like in the live action cinematics (of course they had WWII era helmets). They had original M16's, not the A2 as portrayed here. But I figure these units would be good placeholders for now. I'm relatively satisfied with them. My next unit is likely the Ranger for the Allies, like I have mentioned. The BIS sample models will be handy for that.
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