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Global Liberation Army
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Mig Eater
General


Joined: 13 Nov 2003
Location: Portsmouth / Eindhoven

PostPosted: Sat Dec 11, 2010 5:49 pm    Post subject:   Global Liberation Army Reply with quote

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...


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Hassan_2030
Jumpjet Infantry


Joined: 26 Feb 2010
Location: Inside my temple in Cairo.

PostPosted: Sat Dec 11, 2010 6:15 pm    Post subject: Why donīt you use the original concept art!? Reply with quote

The original concept for the GLA supply stash was using cargo trucks!!!

P.S. If you take a look at the second pic, then you would see that the GLA origanally had a power plant!!!


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Speeder
Gauss Rifle Trooper


Joined: 03 Sep 2004
Location: Epsilon HQ

PostPosted: Sat Dec 11, 2010 6:36 pm    Post subject: Reply with quote

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.
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Last edited by Speeder on Sat Dec 11, 2010 6:58 pm; edited 2 times in total

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FurryQueen
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Joined: 24 Jul 2010

PostPosted: Sat Dec 11, 2010 6:57 pm    Post subject: Reply with quote

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.
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Mig Eater
General


Joined: 13 Nov 2003
Location: Portsmouth / Eindhoven

PostPosted: Sat Dec 11, 2010 7:30 pm    Post subject: Reply with quote

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!
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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Sat Dec 11, 2010 7:42 pm    Post subject: Reply with quote

I have Alpha Build 98 if you can't find it. Theres a lot of old beta crap in here, including some Khan stuff.
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FurryQueen
General


Joined: 24 Jul 2010

PostPosted: Sat Dec 11, 2010 7:49 pm    Post subject: Reply with quote

Volgin wrote:
I have Alpha Build 98 if you can't find it. Theres a lot of old beta crap in here, including some Khan stuff.

Can you hook me up with that? I've been looking all over for it.
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Hassan_2030
Jumpjet Infantry


Joined: 26 Feb 2010
Location: Inside my temple in Cairo.

PostPosted: Sat Dec 11, 2010 7:53 pm    Post subject: Reply with quote

I am interested in this stuff too, would you mind sharing it with me too!?
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Untrue
Jumpjet Infantry


Joined: 16 Sep 2010

PostPosted: Sun Dec 12, 2010 12:29 am    Post subject: Reply with quote

Excellent idea, Mig. Can't wait for it.
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Yuri Legends
Disk Thrower


Joined: 26 Jun 2010
Location: Philippines

PostPosted: Sun Dec 12, 2010 1:59 am    Post subject: Reply with quote

Not bad. Keep up the good work! Wink
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ArvinCool
Energy Commando


Joined: 01 Jun 2008

PostPosted: Sun Dec 12, 2010 2:00 am    Post subject: Reply with quote

that building need more sharpness
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Sun Dec 12, 2010 7:36 am    Post subject: Reply with quote

I love you.
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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sun Dec 12, 2010 10:50 am    Post subject: Reply with quote

Generals Alpha Build,

http://www.deezire.net/forums/generals-zero-hour-editing/7060-orginal-c-c-generals-alpha-build98-released.html

Have fun!
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Helsinki, Finland

PostPosted: Sun Dec 12, 2010 1:03 pm    Post subject: Reply with quote

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.
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Deformat
Defense Minister


Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Sun Dec 12, 2010 3:46 pm    Post subject: Reply with quote

TBH IIRC You can have tunnel logic working....iirc.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun Dec 12, 2010 4:39 pm    Post subject: Reply with quote

A bunker with a small gun seems fitting enough.
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Mig Eater
General


Joined: 13 Nov 2003
Location: Portsmouth / Eindhoven

PostPosted: Sun Dec 12, 2010 6:30 pm    Post subject: Reply with quote

Garrisonable buildings can't have a weapon tho so it's one or the other...
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OmegaBolt
Defense Minister


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Dec 12, 2010 7:11 pm    Post subject: Reply with quote

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)?
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Allied General
Commander


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun Dec 12, 2010 7:13 pm    Post subject: Reply with quote

I'm really hoping custom pals used, wouldn't want engine limitations ruining the graphics and great idea =)
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Dragon Prime
Grenadier


Joined: 03 Feb 2010
Location: People's Republic of China

PostPosted: Mon Dec 13, 2010 1:52 pm    Post subject: Reply with quote

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.......Sad
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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Unknown

PostPosted: Mon Dec 13, 2010 2:30 pm    Post subject: Reply with quote

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.
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Mig Eater
General


Joined: 13 Nov 2003
Location: Portsmouth / Eindhoven

PostPosted: Mon Dec 13, 2010 6:20 pm    Post subject: Reply with quote

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.


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hotrods20
Commander


Joined: 27 Jul 2009
Location: CnCFansite

PostPosted: Mon Dec 13, 2010 7:40 pm    Post subject: Reply with quote

I like the look of that power plant. I hope this is finished. Keep up the good work and such.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Dec 13, 2010 8:02 pm    Post subject: Reply with quote

Are those cylinders the smoke stacks? There seems to be a lack of contrast on them, making it difficult to tell.


Great idea, btw.
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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Dec 13, 2010 8:21 pm    Post subject: Reply with quote

decided not to go with a wind turbine?
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hotrods20
Commander


Joined: 27 Jul 2009
Location: CnCFansite

PostPosted: Mon Dec 13, 2010 8:39 pm    Post subject: Reply with quote

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.
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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Mon Dec 13, 2010 9:09 pm    Post subject: Reply with quote

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)
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Regulus
Commander


Joined: 16 Feb 2008
Location: Sandy Beaches

PostPosted: Mon Dec 13, 2010 9:26 pm    Post subject: Reply with quote

I assume you rendered WITH textures right? #Tongue I would love to know ho you made all of that stuff come out so well.
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Mig Eater
General


Joined: 13 Nov 2003
Location: Portsmouth / Eindhoven

PostPosted: Mon Dec 13, 2010 11:04 pm    Post subject: Reply with quote

I made them all with photoshop, so I didn't use any "textures" #Tongue

TBH now that I got hold of the alpha files I'm tempted to make the original wind turbine version, the one above was based on the concept art.

I've been told that the AI works fine without power plants tho so I didn't even need to make one anyway!
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4StarGeneral
Energy Commando


Joined: 14 Sep 2006
Location: The last place you'll look.

PostPosted: Mon Dec 13, 2010 11:51 pm    Post subject: Reply with quote

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.
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FurryQueen
General


Joined: 24 Jul 2010

PostPosted: Mon Dec 13, 2010 11:51 pm    Post subject: Reply with quote

Do both. I like the one you just did. It's awesome. :3
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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Unknown

PostPosted: Tue Dec 14, 2010 1:25 am    Post subject: Reply with quote

^ agreed.
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Dec 14, 2010 3:06 am    Post subject: Reply with quote

you could always use the center structure of the scudstorm for the gla power. seems like it may fit well for a power structure.

Nice job on those buildings btw.


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SSTG
Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Tue Dec 14, 2010 3:17 am    Post subject: Reply with quote

these buildings look promising even could be used for desert maps
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Hostile
Civilian


Joined: 29 Oct 2006
Location: Washington DC

PostPosted: Tue Dec 14, 2010 6:36 am    Post subject: Reply with quote

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.
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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Dec 14, 2010 7:56 pm    Post subject: tunnels Reply with quote

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.
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Regulus
Commander


Joined: 16 Feb 2008
Location: Sandy Beaches

PostPosted: Wed Dec 15, 2010 6:16 pm    Post subject: Reply with quote

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.
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Dec 16, 2010 3:16 pm    Post subject: Reply with quote

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. Razz


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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Helsinki, Finland

PostPosted: Thu Dec 16, 2010 4:04 pm    Post subject: Reply with quote

That's one of the big civilian buildings, and it's really strange to see it that small #Tongue
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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Thu Dec 16, 2010 4:15 pm    Post subject: Reply with quote

Crimsonum wrote:
That's one of the big civilian buildings, and it's really strange to see it that small #Tongue


And being a barracks...
It doesn't fit well enough to my opinion xD

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Thu Dec 16, 2010 5:34 pm    Post subject: Reply with quote

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.
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FurryQueen
General


Joined: 24 Jul 2010

PostPosted: Thu Dec 16, 2010 8:58 pm    Post subject: Reply with quote

Cranium wrote:
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. Razz

Looks more like a palace honestly... not so much a barracks.
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Untrue
Jumpjet Infantry


Joined: 16 Sep 2010

PostPosted: Fri Dec 17, 2010 4:02 am    Post subject: Reply with quote

It's the palace from the 1st US mission.
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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Fri Dec 17, 2010 5:58 am    Post subject: Reply with quote

Why not use the actual GLA barracks model for the barracks?
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Mig Eater
General


Joined: 13 Nov 2003
Location: Portsmouth / Eindhoven

PostPosted: Sun May 01, 2011 10:34 pm    Post subject: Reply with quote

Bit of a bump but I'm still working on this! I hope to have it done some time this summer.
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon May 02, 2011 1:31 am    Post subject: Reply with quote

cool shit mig, cant wait to see the end results Cool
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MRMIdAS
Flamethrower


Joined: 17 Jul 2008

PostPosted: Mon May 02, 2011 1:36 pm    Post subject: Reply with quote

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.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue May 03, 2011 3:17 am    Post subject: Reply with quote

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.
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Deformat
Defense Minister


Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Tue May 03, 2011 12:02 pm    Post subject: Reply with quote

Orac wrote:
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.


I'm rather thinking at the terrain.

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Sun Mar 04, 2012 11:13 pm    Post subject: Reply with quote

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
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