Joined: 13 Nov 2003 Location: Portsmouth / Eindhoven
Posted: Sat Dec 11, 2010 5:49 pm Post subject:
Global Liberation Army
I've started a project to recreate all the GLA buildings & units for RA2, which will be released as an graphics pack, I'll probably make an open source mod as well to test them all.
However it's not possible to recreate everything as it is in Gen/ZH so I'm wondering what would be good alternatives? Things like the supply stash, should I modify the design to use cargo trucks or make something like the slave miner?
Is a power plant necessary? I'm unsure if the AI will have problems if they can't build any.
Should the radar van be a deployable unit or just replace it with a new fixed building?
The tunnel network isn't possible so what would be a good replacement, bunker, trenches or just a machine gun nest etc?
Any other thoughts or suggestions are welcome too. In the future I'll use this topic to post updates/pics & to start with here is the Command Center...
Looks good. I think radar should be provided by a deployable Radar Van, possibly using Slave Miner hacks to work as a prerequisite even in mobile mode. _________________ Last edited by Speeder on Sat Dec 11, 2010 6:58 pm; edited 2 times in total QUICK_EDIT
Make up a power plant... would be interesting to see what you design, Mig. Though, you could always use the Black Market as sort of a power plant instead of additional tech. _________________ Ponies are awesome. QUICK_EDIT
Joined: 13 Nov 2003 Location: Portsmouth / Eindhoven
Posted: Sat Dec 11, 2010 7:30 pm Post subject:
I'd been so focused on the in game graphics I completely forgot about the beta & concept stuff XD. Well I found a hi-res version of that power plant pic & also some concept art, so I'll mix them up & see how it turns out! _________________ QUICK_EDIT
Joined: 26 Feb 2010 Location: Inside my temple in Cairo.
Posted: Sat Dec 11, 2010 7:53 pm Post subject:
I am interested in this stuff too, would you mind sharing it with me too!? _________________ Hijacking is the solution for every vehicle problem!!! If you need a vehicle just capture it!!! QUICK_EDIT
Looking really good. The defences for GLA could have the ability to undeploy into mobile vehicles. I'd also expect them to make a good use of garrisoning and camoflauging. _________________ QUICK_EDIT
Maybe just make a lot of their normal buildings garrisonable, as some kind of special faction ability? Maybe a spawn bunker power (if you're using Ares)? _________________ QUICK_EDIT
Joined: 03 Feb 2010 Location: People's Republic of China
Posted: Mon Dec 13, 2010 1:52 pm Post subject:
Maybe Mig you can play a Chinese Yuri Mod named Zero Hour 2.0,some of its design is really good and it even make the ZH upgrade system come ture! I use mobile phone to reply this topic so I just can give you the link the other day,sorry....... _________________ Tiberian Tear is making, and I will try my best. QUICK_EDIT
You could use Ares' repairable rubble system to replicate the GLA hole feature.
The Radar Van should be deployable but you should also do a radar building just in case people don't want to get rid of their Slave Miner. _________________ QUICK_EDIT
Joined: 13 Nov 2003 Location: Portsmouth / Eindhoven
Posted: Mon Dec 13, 2010 6:20 pm Post subject:
Well I had a go at the power plant, I'm not completely happy with it, but after trying a dozen different layouts this seamed the best...
I also converted most of the unit from the W3D files into voxel (darkened & edited a bit tho), I'm undecided if I'll just release them or redo all the units from scratch... I'll use them for now as place holders tho.
I like the look of that power plant. I hope this is finished. Keep up the good work and such. _________________ I now have CnC: Ultimate Collection. I can die in peace.
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I have an idea, just don't have any GLA buildings take up power. Oh wait it is already like that. Unless it makes it really unbalanced for them not to have power needs. _________________ I now have CnC: Ultimate Collection. I can die in peace.
http://cncfansite.com QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Mon Dec 13, 2010 9:09 pm Post subject:
I take it you based it on the other Beta power plant then, i must admit that fits in realy quite well (the new skin you used actualy makes me when to reskin the generals version and use it for the GLA in generals, so much better than the original) _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
I assume you rendered WITH textures right? I would love to know ho you made all of that stuff come out so well. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Joined: 14 Sep 2006 Location: The last place you'll look.
Posted: Mon Dec 13, 2010 11:51 pm Post subject:
Now how did I miss this? Excellent job on those GLA replicas, and no textures? I applaud your hard work.
Also, you might want to still work on the tunnel network. The bugtracker already has it Issue# 0000194, so it could possibly be in a future version. Though if you don't want to need Ares, you could just make a machine gun nest cloaked beneath the same type as the missile trooper nest. _________________ "Don't beg for things; Do it yourself or you'll never get anything."
MadHQ wrote:
don't wast your time arguing with brianprime I have for years and he still is an idiot.
Why not a stealthed GLA bunker not unlike the Chinese Bunker? Let's be honest GLA would logically make the most use of a garrisonable bunker.
I never understood why they gave that to the Chinese. I always pictured sending a few workers off in any direction to build stealthed little "cave holes" that would be awesome at hiding hit and run units.
Say maybe 3 infantry or one technical, something along those lines...
The boring part is USA always has the stealth detecting stuff. It would be kinda realistic to have a level of stealth that is simply undetectable unless fired from regardless of USA stealth detection. All the satellites in the world are not going to locate a human stuffed into a hole in the ground. _________________ QUICK_EDIT
Posted: Tue Dec 14, 2010 7:56 pm Post subject:
tunnels
Deformat wrote:
TBH IIRC You can have tunnel logic working....iirc.
If memory serves me correct, I think Cranium had this working in his mod. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
For supplies, you could always have the vehicle back into a building and unload just like a harvester. I was also thinking that you could use crates that vehicles picked up and placed on themselves instead of harvesting it like ore. Purely visual, but interesting. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Hey Mig, I dont know if you've made a barracks for your GLA yet. But I came across this model in the Generals .w3d folder and thought it would make a good barracks. Though it would definitly need your photoshop magic stuff you do to make it match texture wise.
gla barracks.png
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The enemy shall be injected with toxic poison - Venom QUICK_EDIT
iirc its used as Saddam Hussein's palace in Baghdad in the first US mission, but it could be a mosque. Either way, it isn't a barracks. _________________ Victory! QUICK_EDIT
Hey Mig, I dont know if you've made a barracks for your GLA yet. But I came across this model in the Generals .w3d folder and thought it would make a good barracks. Though it would definitly need your photoshop magic stuff you do to make it match texture wise.
Looks more like a palace honestly... not so much a barracks. _________________ Ponies are awesome. QUICK_EDIT
Just for the record, if the AI doesn't have buildings that need power, it works fine without power plants.
I recall a futuristic TC which had a side that didn't need power, the AI seemed fine, although I don't know if they used any trickery to get it to work. _________________
wardeathfun wrote:
PD said he made a syringe for it and said he would release it soon....
about a year later he still hasnt released it and i doubt he even has it.
I'm not sure how these buildings will look next to the RA2 standard structures. I can't help but think they need higher contrast. _________________ QUICK_EDIT
Joined: 23 Apr 2010 Location: indonesia, sticking at keyboard
Posted: Sun Mar 04, 2012 11:13 pm Post subject:
sorry to bump this thread, but do you still work with this? can we use anything that you have show for public use? this is too good to be abandoned _________________ Team : Mentalmeister | The Rave Design and Network
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