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Everything posted by Revan9190
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I can only imagine what a Titan, a Wolverine, a Juggernaut and a Mammoth MkII from C&C Tiberian Sun would look like with Macser's animation style. The Titan Warhound in this mod, just OMG. As soon as the main menu of CW40K popped up, I felt excited in so many respects (use your imagination! lol). The quality of Macser's modeling work and animations are nothing short of godlike. This mod as a whole is great. Great job, guys!
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Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
Allied intelligence has picked up surveillance photos of a new Soviet tank. Unfortunately, the spies were detected and utterly destroyed, but not before the intelligence was safely transmitted to us. Anyhow, I also updated the textures for the Allied Medium Tank, but for some reason or another, it refuses to show up in the editor. I've been cross referencing config files and just cannot find the problem for it. But yes, some progress on the Red Alert timeline here. I'm going to try and work on some Soviet and Allied infantry next, along with giving the Allies their 'Ranger', which will likely be a modified Willys MB (a bit elongated in the back, maybe if I can add a roll cage) with MG (an option for one without too). I would prefer to use a Landrover model as it makes more sense for the Allies to use, but I am unsure as to the whereabouts of the owners from the UKF project, so I dare not touch them - I wish not to be labeled a thief and would rather seek permissions first before usage of any such models. A YAK attack plane would be lovely to have as well for the Soviets. Also, even though the Kirov airship showed up in RA2, I would like to see it as a unit in OFP. It's too iconic of fictional Soviet air power to be left untouched. Maybe as a secret weapon or something. Just like how the X-O Powersuit was considered the predecessor to the Wolverine (not confirmed by canon sources, but I like the idea). Also, I have to fix the missing texture problem of the front wheel there on the new Heavy Tank (based on the cinematics, we can deduce that it was in-fact a twin-barreled T-80). -
Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
GDI and Nod now have utility trucks! I had trouble with the 5t truck model variants, so I made one 5t for both sides that can do everything from: transporting troops, repairing, rearming, and refueling. Driven by the new engineers! GDI: Nod: Both: More to come soon! -
Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
Engineers have been employed with the Brotherhood. Their weapon is an H&K G3. Like GDI, they also have timebombs as well as smoke grenades (which I forgot to mention for GDI). Both of them also come with binoculars, so that they can easily view that they got the job done right. I kindly asked a Nod and GDI engineer on the field for a photo op. They thankfully put their differences aside and did not shoot each other the whole time. I guess the Nod Engineer thought it'd be great to have an 'action' shot and go prone. Hope you all like these tiny updates. :) -
Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
I don't know how to script, unfortunately, but perhaps I could learn to make one. :) That sounds like it'd be a good solution. Otherwise I plan on making GDI and Nod trucks as an in-the-field support unit (the repair, refuel, and ammo trucks being driven by engineers; regular transport truck driven by minigunners). -
Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
GDI now has an engineer! Nod will soon follow, but I figure I'd show the slow progress. Armed currently with an XMS and timebombs, they're more like saboteurs rather than a 'repair' unit. As far as I know, a man class can't repair vehicles like a repair truck and repair bay can. I hope to reskin some trucks as well, so that your forces can be supported in the field. Thanks again to krzychuzokecia for providing his troops and helping me present a more gritty, real world version of classic C&C infantry units. -
Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
Okay, I think I've fixed a few things with revn_td_vh.pbo. I deleted the Harvester stuff from aforementioned file as well as the AH-64 (otherwise Macser's AH-64 would show twice and it screwed up the helipad animations, and the new harvesters by Macser should have served as a replacement here, so no duplicate units). I got Libya's Scorpion Tank (T-55) to work by essentially not changing anything from the original desert_t55.p3d (thank you, Apocalypse83!), but making a new config and replacing the crew with Libyan crewmen. Right now it fires Sabot rounds and the reload doesn't seem fast enough, so I'll tweak the config just a little bit more. I have to continue testing a little bit to make sure that the helipad animations for both GDI and Nod aircraft work properly. So far the Nod one works again, so the GDI one should work as well. My aim now: Give Libya some more vehicles (BMP, Ural, T-72, UAZ w/ MG). Give all three factions an Engineer unit, basing it off of the Renegade-style engineer art. At first might just serve as a saboteur type unit, placing satchels and mines. GDI getting a grenadier unit. Both GDI and Nod getting Special Forces units. GDI and Nod Commandos. Maybe giving them MP5's or Shotguns, along with C4. Unsure as to what model to utilize/reskin. Giving all three factions: transport, fuel, ammo, and repair trucks (GDI and Nod 5T, Libya Ural). Possibly driven by the new engineer units when implemented. Hopefully finishing a Stealth Tank model started by Macser. (on the back burner at the moment as I learn Blender). Any other suggestions/unit help would be appreciated. Remember the era right now that I'm concentrating on is Tiberian Dawn: 1995-2001. Anything TibSun related would be in reserve until such time is appropriate for them to be worked on, or maybe small alpha or beta releases with prototype TibSun units would work as very late game TibDawn units. Also aiming for: Permissions to reskin F-22 (Nod), permissions to reskin C-130 (Nod), permissions to reskin Harrier (Nod), permissions to utilize Sea Shadow and reskin (Nod naval unit), permission to reskin F/A-18 (GDI), request YF-23 Black Widow model (GDI), request to reskin LCAC model (GDI), wish to utilize a Nimitz carrier (GDI), need help retexturing A-10 to look like this: http://media.moddb.com/images/mods/1/10/9011/GDI_A-10.pngor as shown in Renegade: http://vignette3.wikia.nocookie.net/cnc/images/6/6d/CNCR_A10_Thunderbolt_Render.png/revision/latest?cb=20120813192231 Need assistance with: Flame Tank, GDI Gunboat (might elongate existing PBR and replacing fore machinegun with missiles (Tomahawk launcher) that lock-on with "Maverick Launcher" as the base class for the weapon), SAM Site (Nod), Turret (maybe shorten the gun on the M1A1 turret as well as squishing the turret part down a bit, then putting it on a concrete base with a ladder and coloring the turret red and the cannon steel/black). Future units planned for RA1 based expansion "Red Tide": Soviets with gear resembling that of WWII (armed with AK-47's, etc), Allies with gear resembling that of WWII US soldiers (with original M16, etc. Also depending on nation, different gear resembling that nation's equipment: UK, Germany, France, South Korea, etc), Longbow (probably will use Macser's reskinned Nod Apache, paint it that sort of steel blue, put Allies logo in place of Nod, set side to West), get permission to use Landrovers for 'Ranger Jeep', APC's (I'd like to give the Allies the M113 and give the Soviets a BMP-2, but that seems a little unbalanced), remodeled BIS T-80 to have twin cannons and rename "Heavy Tank" (also recolor it to be a sort of rustic red/brown), "Minelayer" M113, anything that can easily be reskinned and coded in as a basic unit until proper models come along such as: Tesla Coil, Turret (if one is made for Nod, I can make an Allied version), Pillboxes (camo'd and normal), Flak Gun, M-41 Walker Bulldog (Allied Light Tank), proper M-48 Patton (or maybe an M-46, to better resemble the 'WWII' era), Victor-class Submarine, Cruiser, Gunboat, Chronosphere (would only be a cosmetic unit, really). For now, I'll just work with what I have and what I know I can do. :) This is more of a status of the mod update as of right now. I had to take a break for awhile, but a fixed revn_td_vh pbo will be provided once I iron out the kinks. :) -
Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
I figured I'd post a very rough shot at progress of Nod's Stealth Tank. I'm trying. I'm not near as talented as some here, such as Macser, but it's a start until hopefully something better comes along. I'm attempting a sort of hybrid between some references I'm using. -
I was just thinking recently how awesome it'd be to play with you guys again in WGL. Being a support gunner and a Javelin gunner was always a real treat. Overlord and I rocked it when we finished that one desert mission destroying weapons caches. We sure narrowly avoided that BTR-80! I can call out contacts better - I tend to train by myself in the editor practicing spotting and doing some target practice - or just have an epic battle between NPC's. :P I was also so close to finishing that one urban mission in that Mini Cooper - oh how fun that was catching enemy reinforcements as I attempted to flee the city. Maybe we can get a hang of that one mission where a BMP-3 nests between two civvy buildings. It's all a matter of holding those ruins on the hill against overwhelming amounts of infantry and armor. I counted at least two or three other armored vehicles most of the time. It's a real challenge. There's just not a lot of time between the first shot against the BMP and getting to a more defensible position against the other threats. Oh well. Also I guess it's because there hasn't been a lot of people available for that mission. As I recall it required more than just one or two fireteams to effectively get through the mission? Anyways.... But yeah, fun times guys. Definitely would love to play again. I still have the files on my external.
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I second this. I thought I had all the up-to-date ones, but I'm always missing one or two things that I can't find.
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If I can, I'll upload Lost Brothers for you all in one pack. Otherwise, I can find links of everything individually.
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Found the file: http://gamefront.online/files/4268952/laserguntop3.zip Thank God for the archives!
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Operation SHOCK (Full Mod + Campaign)
Revan9190 replied to Lenyoga's topic in ADDONS & MODS: COMPLETE
Yeah. I tried to recreate the hill battle from the 2005 version of War of the Worlds with all the alien mods I found and ended up using Martians from the 1953 version to attack modern day U.S. Army groups that had M1A2's, M2 Bradley's, and Strykers. Caffeine definitely helps the brain go whacko, although I've been cutting back and have been drinking tons of Gatorades instead. In relation to this mod - I love placing Robots and turrets down and having members of the U.S. military... or even SWAT or FBI teams rush in against them (until the National Guard arrives). Back to War of the Worlds: I wish there was a mod closer to that of H.G. Wells' original story with Ironclads (or... Torpedo rams) like the HMS Thunderchild (easily one of my favorite fictional U.K. ships of all time) and have maybe Jeff Wayne's Tripods be attacking the world. 1890-early 1900's tech would come in handy with this. Might have to use the WW1 mod. :P That'd be a cool scenario. -
Operation SHOCK (Full Mod + Campaign)
Revan9190 replied to Lenyoga's topic in ADDONS & MODS: COMPLETE
Yeah. Variety of women is the spice of life. :p ... oh wait, I'm married. Still, though. A single female cloned for all of the female personnel on the UNN payroll would probably cost more than hiring individuals. :p Not sure, though. It's been years since I even played System Shock (more like watched friends play it), therefore I don't remember too much, if any, of the lore. :p Also, yes. Caffeine is my entire existence when it comes to my everyday life - even if it's a minuscule amount. Great work on the mod! -
I have all the Terminator addons save for one: LaserGunTop3.pbo I use to be able to download it, but no mirrors work. I've also been meaning to expand upon it (with his permission if I can contact him) and hopefully make more addons with 40-watt range plasma weapons. I'm taking a short break from CNC and have been in the mood for Terminator stuff. Also was eventually going to make an Army Men mod as well as a mod based on Battletanx. If anyone's willing to help with models for Terminator related stuff, that'd be cool.
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Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
The Nod one is completely similar to the GDI one. Nod_Harvester.pbo and GDI_Harvester.pbo are separate. I think I know the problem here. I need to get rid of the harvester entries from krzy's revn_td_vh, because they're still listed. So Tiberium Harvester is the thing you want to use, not just 'harvester'. I'll have to update his .pbo to not include the old version of the harvesters. -
Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
Same thing I was thinking. I've never seen that error before either. I didn't change anything that would cause that to happen, either. Obviously, I'm sure it'd work for you, Macser. I'll have to look this error up at some point today. A bit under the weather. -
Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
At the time of upload - I forgot, somehow, to upload and post the Nod version of the harvester and that in-fact, I did do both separately. https://www.dropbox.com/s/3178rxns0no9mro/nod_harvester.pbo?dl=0 See if them together will help. Otherwise, I have no idea what's going on, because they both work for me. -
Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
That is strange. o_O I'll look at it. -
Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
Honestly, if it weren't for Macser, we wouldn't have so many things in the mod for people to play with. I think to save people trouble, I'm going to make another "full release" by archiving everything I have (and updating the readme, of course). I think I can successfully call it "Public Beta 0.8" since it has most of the stuff from the original C&C available. Also, thankfully Sapper found me some open source models for TibSun era, so hopefully those will go in soon. :) -
Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
You can thank Macser for that. :D New trailer coming soon. -
Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
[Accidentally Double Posted. Sorry. My Internet freaked out.] -
Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
Transmission incoming.... please stand by..... ---- ---- ---- Building.... ---- ---- ---- Construction complete.... ---- New construction options... ---- Brothers and sisters of Nod! Behold our new Tiberium Refineries! We can now refine the great crystals into a liquidized form for currency! Unfortunately, so can GDI. But no matter! For.. we... are the future! http://i.imgur.com/ZmvBXpp.jpg http://i.imgur.com/ruPcjzG.jpg http://i.imgur.com/myssq0b.jpg http://i.imgur.com/lz0QVpz.jpg http://i.imgur.com/DT2TbhV.jpg http://i.imgur.com/2svVcFS.jpg http://i.imgur.com/01InfxN.jpg http://i.imgur.com/L2uaQig.jpg http://i.imgur.com/8EtjxKg.jpg http://i.imgur.com/oJuWhzU.jpg http://i.imgur.com/wlOChY3.jpg http://i.imgur.com/7TcqHlw.jpg http://i.imgur.com/lOnESdt.jpg http://i.imgur.com/IbQaW5L.jpg http://i.imgur.com/O7srj8X.jpg Also, our harvesters got upgraded. Check out the new features! http://i.imgur.com/Q081HAp.png http://i.imgur.com/7S4zeVD.png http://i.imgur.com/bhTqAu3.png http://i.imgur.com/IW9ibVo.png http://i.imgur.com/HSudCyt.png http://i.imgur.com/wD244UK.png http://i.imgur.com/e6TEDIe.png http://i.imgur.com/OoBTsXX.png http://i.imgur.com/MWCMeRf.png http://i.imgur.com/SF3FHAT.png http://i.imgur.com/TvjHTpD.png http://i.imgur.com/K3Q4A6K.png http://i.imgur.com/XrvarVB.png http://i.imgur.com/1dSIH1Q.png http://i.imgur.com/8HNrgRL.png http://i.imgur.com/zIi4qau.png http://i.imgur.com/MsR3dRz.png http://i.imgur.com/aBKqWOX.jpg http://i.imgur.com/kabz07E.jpg http://i.imgur.com/jTP5tJ3.jpg ---- Insufficient funds.... ---- Silos needed.... ---- http://i.imgur.com/MEeseWg.png http://i.imgur.com/GRxLu2h.png http://i.imgur.com/WJf8O4z.png http://i.imgur.com/tli9oCO.png http://i.imgur.com/JPLpKWd.png http://i.imgur.com/334tO6y.png http://i.imgur.com/sNoyWtM.png http://i.imgur.com/vXccJQF.png Oh, by the way, I forgot to show off Tiberium glows at night! http://i.imgur.com/WFGyxnH.png http://i.imgur.com/cYuIUaG.png http://i.imgur.com/s20cDWA.png Here's the two files: https://www.dropbox.com/s/0i8b0rzww8ik57q/gdi_harvester.pbo?dl=0gdi_harvester includes the Nod version as well. You can find them: West ---> [C&C BR] GDI Vehicles ---> Tiberium Harvester or East, respectively. Tiberium Refinery, Tiberium Silo: https://www.dropbox.com/s/t24hiqj0wz328et/mcsr_cncbuildings.pbo?dl=0 Just replace your mcsr_cncbuildings.pbo with the new one. :) That's it, folks! Go make your bases! ---- Battlefield control terminated... ---- -
Playing this mod along with mine is epic. It's amazing watching entire armored formations getting obliterated causing an awesome fireworks show. :o
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Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
A bit of news for everyone. For important reasons, which are no business to us, Macser, as of the 24th of this month at midnight Greenwich Mean Time, had to leave for awhile. I can show you the progress he was making on the models that he was about to deliver me, but couldn't get them to me before he left. I will show them in a minute. I'm going to type a list here of items that we still need for both GDI and Nod's arsenal of weapons, along with a few defensive structures that I would like help with if anyone's willing. ----- GDI ----- Vehicles: M270 MLRS (there are models out there, but permissions are shady at best), Hovercraft (will also be on Nod's list, because they used them a few times), Mobile Construction Vehicle (will also be a Nod version obviously. This vehicle wouldn't have any animations to "unpack" into the ConYards provided by Macser. It'd act like a large truck (with tracks in front, wheels in back. With enough scripting, I suppose in a mission you can have it "deleted" and replaced by the ConYard building, or... have it "unpacked" the mission after), Gunboat. Structures: Advanced Guard Tower (http://vignette1.wikia.nocookie.net/cnc/images/1/16/AdvancedGuardTower_CC1_Rend1.png/revision/latest?cb=20090622082806), Advanced Power Plant (will wait for Macser to get back on this one), Tiberium Silo (empty, full, half-full. It's okay if it always shows full or almost full), Communications Center, Advanced Communications Center, Repair Facility. Support Weapons: Ion Cannon Strike ("Ion Cannon Ready" and then a massive blue beam above). ----- Nod ----- Vehicles: Stealth Tank, Flame Tank, Hovercraft, C-130 (unsure where to obtain permission to reskin an existing model), F-22 (need permission to reskin existing model), MCV, Artillery (M110), SSM (would be on same chassis on M270, but have two missiles in a locked firing angle). Structures: Temple of Nod, Turret, SAM Site, Airfield, Tib. Silo, Communications Center, Repair Facility, Adv. Pwr. Plant (again, waiting for Macser). Support Weapons (not visible): Nuclear Strike (People would hear, "Missile Launched", "Missile Incoming", and then a missile will be seen, but it'd be too late and BOOM. lol) If anyone is willing to contribute the aforementioned models, that would be brilliant, but of course I'm going to see if I can't find royalty free models (and obviously credit the author) and modify them for game usage. I would even be happy, structure wise, if the Turret, the AGT, and the SAM Site were made. Thanks! Let's wish Macser a good "whatever he's doing"! :)