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Chad1233 last won the day on September 20 2023
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Tiberian Dawn: Ground Zero Update #7
Chad1233 replied to Killing_You's topic in Tiberian Dawn: Ground Zero
You probably already have it as a reference, but this should help with the actual proportion and scale since Westwood kindly placed a soldier next to the flame tank. In comparison, I think your model looks much taller since the OG model has the soldier's head about half way to the compartment window, also yours looks shorter in length, but I can't tell from those angles. Sometimes I wonder if Renegade's beta flame tank model is TD accurate in scale since it's pretty close to the original. The render was upscale since only a low resolution version exists in this website. https://cnc-comm.com/command-and-conquer/gallery?category=Renders (Thank Tore for graciously preserving all these rare images.) Maybe I'm being nitpicky on my side since ultimately it's up to you how "TD Perfect" you want your mod to be, but I wouldn't use C&C Remastered as a reference like I've just noticed for your flame tank, since I believe they stray too far from the originals or changed for the worse. The artists who made them based their work on the sprites alone just about. -
Tiberian Dawn: Ground Zero Update #7
Chad1233 replied to Killing_You's topic in Tiberian Dawn: Ground Zero
By the way, I've found out from a user Allen_508 that the Viewpoint Model Collection I posted here has the original M1A1 model Westwood used for Tiberian Dawn named MM1A1H.3DS. It's the same one with the strange slanted rear turret. From what it looks like Westwood might of modified it overtime during TD's development since the final render had larger track covers, headlights, larger fume extractor and a gunner sight modeled in to look more like an Abrams. I also learned the turret from the model was reused for Red Alert 1's Light Tank in cutscenes. Anyway I was just mentioning if you were interested in using it as sort of a homage to the original game. I fixed the refinery image. Preview of the model in spoiler. -
Tiberian Dawn: Ground Zero Update #7
Chad1233 replied to Killing_You's topic in Tiberian Dawn: Ground Zero
Very nice! The Refinery is one of my favorite structures in Tiberian Dawn but are the exterior textures temporary here? I quite like how it looks in the original CGI renders that used the polygon triangles as its texture. Also the flame tank looks a bit tall and derpy looking, the original render model might of been a little lower since the top portion of the tracks were inside the hull and was protected, unless your design was intentional. The stealth tank though looks the best. -
Perhaps your team should test the ability to disable SAM sites with the MRJ like it could in RA1, might make it a lot more useful. I made a quick test map that replaces the first allied mission in the campaign for anyone who hasn't seen this before, just use the longbows and watch them not fire back. It would make sense when the soviets' AA are radar guided. The Tesla Tank can disable them as well but I believe it's due to the fact Westwood just copied the whole MRJ over with its abilities without much thought put into it. For A Path Beyond though this might not make sense unless it was captured. scg01ea.ini
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That's pretty awesome!
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Good to see you, akhero47. We had lots of fun games during 9935 I remember, hope to catch you in-game sometimes though I don't play much APB these days. I gave AR a try though and saw it has improved a lot since I beta tested it and looks and plays nice.
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Very exciting I imagine for the W3D developers! Also EA has released development footage of Generals and Renegade. Generals at its earliest used RA2 models which is pretty cool and at the very end of the footage looks to be an early pre-rendered pitch to C&C Commando before it became Renegade. Interestingly it uses low poly buildings except the Construction Yard which is the original FMV model.
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Just for anyone here who hasn't heard where this awesome sound came from! It was included in the "Sound Ideas: The General Series 6000" set that also contained a large amount of sound effects WW used for the majority their early C&C games and programs such as WWChat.
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I know... I really miss playing it to. Sole Survivor was lots of fun when we had 20+ player games. I saw a late Sole Survivor fan site that mentioned people describing Renegade as "Sole Survivor 2" and definitely has the same vibes as playing Renegade despite the top down RTS perspective. The more people that joins the more chaotic and fun it gets. https://web.archive.org/web/20021214155911/http://globalss.virtualave.net:80/index.html Original archive link to said website if interested. It also shows on the front page when the servers were officially shutdown as well.
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CCHyper is still busy with real life commitment so nothing has changed yet currently.
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Also don't forget that Westwood actually tried to tie RA2 into C&C1's timeline during Renegade 2's first initial development with the Scavengers. It would of been interesting too see how that would of worked out. But it seems shortly after they scrapped all of that, and was turned into "RA2 but as a FPS game" like Apocalypse Rising before cancellation. Some early alpha screenshots have shown that later build to even have working multiplayer to some extent with the Prism Tanks.
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Well this thread is more about discussing the original intentions of Red Alert 1's timeline since Westwood kind of left it up for guessing when it first came out. In my opinion Red Alert 2 is such a different game it hardly looks canon to the original Red Alert, that was more grounded and shared tech with GDI/Nod (excluding giant tesla coils and giant ants). The amount of crazy stuff in Red Alert 2 suddenly goes missing in C&C1 like Prism Tanks, Mirage Tanks, etc. Westwood clearly planned RA1 to be the direct prequel to C&C1 since RA1 would end near the start of the first game originally and not have the existence of RA2.
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Well after, all these statements were made really early in RA1's development, in my opinion it is perhaps a leftover when RA1 was in early planning development stage when it was still just an expansion pack to C&C1 which it started out as. During the first story drafts it might of simply been NATO vs Soviets as shown in the radar sidebar from the pre-alpha mockup screenshot Westwood released. So a 1970s timeline would make the biggest sense there considering the tech in the game. It's possible Stalin was added to the mix quite soon during development and they had to change the timeline again once they realized the age gap. The idea that it started in the 40s and lasted to the 80s would make sense as well since the early tech in RA1 is primarily WW2 based and then you start unlocking 70s tech later on. Though the question would be is why none of the generals age during the campaign? Stalin and others should be dead by end of it, along with a granny Tanya.
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While this topic is old, I do have something new to add to my own topic from a magazine page I found with the help of a friend. As Westwood went further into the concept of the timeline of Red Alert 1 and changed it up over time. Apparently it now started in the 1940s and ends nearly to the 1980s. That would make it an insanely long lasting war! Also speaking of pre-release content, Red Alert 1 had plans for a hijacker to steal vehicles and engineers were able to repair bridges. There's actually source leftovers for that but it does nothing except give a "enter" cursor I believe. In skirmish, countries were meant to have bigger house bonuses and they mentioned Italy (beta allied house) as having extra firepower and lower armor. A shame that wasn't utilized very well except for small buffs. Most interesting part was you could lose some missions that could change the story in minor ways, and characters like Tanya can die mid-campaign and permanently be gone in the rest of it. I have no idea how they were suppose to do that. Sources are from here. https://archive.org/details/intelligent-gamer-issue-2-july-1996/page/n45/mode/2up?q=command+conquer
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Tomsons26 showed a link in archive containing stock 3D models that were sold at the time and the pack just so happens to have models that are very similar or the same as various C&C units and buildings from TD to RA2. It even has the single barrel heavy tank model which meant WW most likely bought the model and modified it to have 2 guns for the cutscenes to save time, I really would like to see a mod for APB to replace the one in-game with this one but with the fixed double barrels! https://archive.org/details/VPmodelcoll Not sure where the Heavy Tank model is but I assume it's in the zipped folder "Viewpoint 3D Models Platinum" under Military sub folder. I don't have the software to open this stuff. In their homepage it looks like they took commissions and WW probably hired them for the majority of their CGI assets. If more CD's are found we could probably find even more models WW used for their cutscenes. http://web.archive.org/web/20001205083800/http://www.viewpoint.com/
