-
Posts
5,747 -
Joined
-
Last visited
-
Days Won
260 -
Donations
760.00 USD
Content Type
Profiles
Forums
Events
Documentation
Bug Tracker
Downloads
Everything posted by OWA
-
We've had a think about them. They are going to be really really complicated, but totally possible. Unholy Alliance Mode.
-
It was in-date when I posted it D:
-
The Seal is getting an MP5-N and the GI is getting an MP5-K. These decisions are based upon what concept art and rules.ini tells us. The Grizzly's track skirts should be fine ingame. We didn't ever think of giving the Seal an MP7. Please direct me to the concept art that displays the the MP7 and the Navy SEAL. In all my years of collecting RA2 reference material I have never found anything on the SEAL besides the ingame graphics. He appears to be carrying an MP5 in the cameo image and rules.ini states that the weapon is an MP5, so we went with it. There is a concept image of the Allied GI here with, which we deduced as being somewhere near, an MP5-K so we went with it. See above response. We're recreating RA2 here, not Call of Battlefield: Project Reality. People talking about realism should read the above post. Cheers BoneWerks Custom models will be allowed in AR since stuff is being handled differently with collision detection that will re-enable fairness across all w3d mods. No spongebob C4 though please
-
I wouldn't say that til we put the wheels into motion.
-
The SMAW would be reasonable suggestion next to the AT4 and we'll definitely consider it.
-
Although it makes sense in the real world (and would be an acceptable point in any realistic war game), AR is not meant to be realistic. It's just meant to be as close to RA2 as humanly possible. It's what we've always gone for with the direction of the mod and I'd never want to change that. Sure there are a few examples of where we've let our artistic direction overtake ourselves (see Crazy Ivan), but predominantly we aim to stay close to the source material. Plus there is also the "we've already made the models" argument, (however in the case of the AT4, this is not yet so).
-
<h3>Grizzly Tank Nearing Completion</h3> We all decided that my work load was looking ridiculous, so I passed the Grizzly Tank over to dtrngd for completion. If you guys have any suggestions for improvement, please state it because the model shall be going into unwrapping very soon and it probably won't ever be touched upon again. Take a look at the Allied Main Battle Tank below! <h3>Revolver Ingame</h3> Albeit a placeholder, TruYuri has rigged up Ivan's Revolver for use ingame. This means that in the next test version of AR, you can expect Crazy Ivan to make his first appearance! Take a look at these screenshots, taken from APB, below. Ninjaedit: moddb video of it <h3>G.I's MP5-K</h3> Guy with a wrench has nearly completed the model for the G.I's main weapon, the MP5-K. This will feature burst fire and semi automatic firing modes in conjunction with a limited range. When the G.I deploys he shall obviously bring out the big guns, but for on-the-move engagement expect to see a lot of this weapon. Below is the sole render of this beast. <h3>Team Messages</h3> I've been doing various things this week. At the weekend I was at the London MCM Expo at the Excel Centre which was awesome! Loads of great costumes and free hugs! I went dressed as a Nod Militant and below are some images of my costume. cfehunter has been around. I saw him today and yesterday and he seems to be the same as usual. I'm trying to coax him back to work on AR. dtrngd has been working on lots of things at once. danpaul88 has been poking people along with TheBeerinator, since things aren't getting done as fast as we'd like them to. rm5248 has been working on his bridges. Poggel has been finishing off the Tokarev. Eggman891 and Zion have been hanging around with me and many lols have been had. Many jokes have been made in reference to Zion's 3d Space Navigator (which is a nice piece of tech). <h3>We're Looking For...</h3> We are looking for extra staff members to join our ranks! At the moment we are looking for: <h4>2d Artists</h4> What we are looking for in a 2d artist, is someone who: is enthusiastic about working with the BHP Apocalypse Rising Team. has spare time. will be active in the foreseeable future (a.k.a we don't want you running off). is competent at creating their own 2d textures. is over the age of 16 (we overlook this if you are what we assess to be a mature individual. This rule is known as the TruYuri rule). PM me with your application stating why you would like to join the team along with any past experience. Please provide example textures, if you have any. (By the way, thanks to everyone who applied to be a tester, we are sorting through the applications now!) <h3>OWA's Random Corner</h3> Flagpole Sitta by Harvey Danger: The Lipdub. <center><object width="400" height="300"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=173714&server=vimeo.com&show_title=1&show_byline=1&show_portrait=0&color=&fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=173714&server=vimeo.com&show_title=1&show_byline=1&show_portrait=0&color=&fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="400" height="300"></embed></object><p><a href=" Dub - Flagpole Sitta by Harvey Danger</a> from <a href="http://vimeo.com/amandalynferri">amandalynferri</a> on <a href="http://vimeo.com">Vimeo</a>.</p></center> <h3>Buzzzap</h3> The APB Human Sound Mod will make a return shortly...
-
Two words. Weapon Crate.
-
Hey guys. Apologies for the late blog again. I shan't make excuses so lets head into it. <h3>Stinger</h3> Guy with a wrench has modelled up the Guardian G.I's Stinger Missile Launcher ready for unwrapping. We decided to scrap the old AT4 (that didn't actually work ingame in the first place) in favour of the Stinger. Not only is it Solid Snake's Missile Launcher of choice, but it is also pretty adept at taking out ground and air targets; something the Guardian G.I needs to be able to do. Also, it's a small nod to the past version of APB which contained the Stinger for the Rocket Soldier. Anyway, take a look at the model below! Edit: We have since decided that the Guardian GI will go back to using the AT4/SMAW. Since upon closer look of the unit cameo, he appears to be holding an AT4/SMAW. The Stinger will be used as an extra weapon elsewhere. <h3>Tokarev TT</h3> Poggel has been modelling the Soviet's Tokarev TT pistol. This will be issued to all Soviet engineers and technicians. We aren't sure on how we want this pistol to work yet (in comparison to the Allied Beretta), but I'll record a video of it in action when we do. Take a look at these pretty pictures! <h3>Just About Finished Revolver</h3> Guy with a wrench has now completed the Revolver texture now. I shan't say any more so look at the pictures! <h3>Team Messages</h3> I'm heading off to London this weekend for the MCM Expo. I'm going dressed as a Nod Soldier, so if you see me, say hi! (I'll post pics when I get back). cfehunter is doing good and is selling computer hardware to people I know. dtrngd is now a talk show host with his own interview powers. danpaul88 is sorting out 4.0's compatibility with AR. Eggman891 is inviting Merovingian/Zion round to visit so we'll catch up for a drink in the week. TheBeerinator has been helping Guy with a wrench with his texturing. Mammutpanzer is now a V.I.P The rest of the team should be gearing up for a conflab. <h3>We're Looking For...</h3> We are looking for extra staff members to join our ranks! At the moment we are looking for: <h4>Testers!</h4> That's right! We are now looking for testers again! If you are interested in testing unreleased versions of Apocalypse Rising and A Path Beyond for balance, bugs and other issues, send a private message to Chronojam with the following information. You don't need to be overly fancy. We need people with crappy systems, good systems, great aim, and crappy aim, so don't let the questions discourage you. Make the subject line something about BHP Testing please, so it's easy to find. If you have tested before or volunteered but were not chosen, you can certainly re-apply at this time. In-game Username Time Availability -Timezone & usual hours -Days you can help Hardware -Video card -RAM -Resolution Describe your skill at APB -What versions you've played Reason you want to test Deadpikle is the lead tester, so he'll be organising the successful applicants and will make sure you guys know what you're doing. There is no limits or anything on who can apply; so if you are interested, get in touch! <h4>2d Artists</h4> <h4>3d Model Artists</h4> What we are looking for in either a 2d or 3d artist, is someone who: is enthusiastic about working with the BHP Apocalypse Rising Team. has spare time. will be active in the foreseeable future (a.k.a we don't want you running off). is competent at creating their own 2d textures or 3d models in 3d Studio Max/Maya. is over the age of 16 (we overlook this if you are what we assess to be a mature individual. This rule is known as the TruYuri rule). PM me with your application stating why you would like to join the team along with any past experience. Please provide example textures or models, if you have any. <h3>OWA's Random Corner</h3> BRAWNDO THE THIRST MUTILATOR! <center><object width="425" height="344"><param name="movie" value=" name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src=" type="application/x-shockwave-flash" width="425" height="344" allowscriptaccess="always" allowfullscreen="true"></embed></object></center> <h3>Apocalypse Rising</h3> It's like melting RA2 and Renegade together and then pouring it all over your face.
-
There will hopefully be a mix. Engineers can repair buildings rigged as vehicles with changes to the armour.ini
-
Heya guys, sorry we are a little late here. As you've probably learnt by now, my attention span isn't overly effective. So I kind of was taken away from my computer to go do various things over the course of the day. however, I'll stop making silly excuses and deliver you some informations. <h3>Ivan's Revolver Texture</h3> Guy with a wrench has been texturing the Soviet MP-412 Rex Revolver and it's looking pretty sharp. TheBeerinator helped with some advice and several iterations were made. This is looking to be fairly close to the finished product now. This weapon will be given to Crazy Ivan, as he is seen with a revolver in the concept art. Apocalypse Rising probably has the most handguns of any w3d based game out there; making 6 in total! The 6 are: Allied Beretta (General Issue) Soviet Tokarev TT-33 (General Issue) Soviet MP412 Rex (Ivan's Sidearm) Colt M1911 (Tanya's Main Weapon) Walther PPK (The Spy's Sidearm) S4M Silent Pistol (Terrorist's Sidearm) Here are some images! <h3>Structure Scaling From An RA2 Perspective</h3> dtrngd has been slowly scaling each building he makes in an RA2 perspective. This helps us to get as close to RA2's scaling as possible in the w3d engine. Obviously, infantry and vehicles will follow Renegade's scaling, but with structures it's a different story. Hopefully those RA2 modders amongst you will appreciate what we have done here. Take a look below. <h3>Garrison Logic</h3> So we had a talk about how garrisoning should work, since our old method was needlessly complicated and terribly unclear. Basically, if you want garrison a structure in AR, you'll walk up to the door and hit "e". Structures are now going to be rigged up as static vehicles, which means we can set a limit to how many people can enter a structure, properly do destruction animations, easily control firing out of the structure and make the structure vulnerable to C4 all without dirty dirty hacks. This will make garrisoning a more attractive concept for those stranded out in the field. however, this does not mean that you can get a sniper and camp the buildings. Seeing as snipers and other infantry bar the basics could not enter buildings in RA2, this is what we should follow. But we aren't going to do that. Instead, any infantry class can garrison a structure, but they will be provided with the default "garrison machine gun", making scope sniping from structures impossible. We want to stay true to our source material. With this new system, buildings won't need interiors, making them quicker to produce on our part. Good news eh. Anyway, we'll get more news to you guys on this as it unfolds. It's really going to affect the gameplay in a positive way, bringing infantry back into the fray in urban situations. Stay tuned. <h3>Team Messages</h3> I've been learning how to animate, texture and model faces. It's so awesome! cfehunter hasn't been round in a while, I think I may drop in on him tomorrow or something. dtrngd has started work on the soviet radar. He is a busy guy these days though D: TheBeerinator has started on some Soviet PT's. They look a lot more different compared to the Allied ones. Poggel has been modelling up the Tokarev. Look for it in future blogs! ChAoS has been keeping up with the news in Lord_Kane's abscence. Give him a thanks if you see him guys because he is really one of the unsung heroes of AR. The next test build of Apocalypse Rising will hopefully be playable for the first time. We are getting serious (like Terry Bogard) about gearing up for the first release build and will be removing the units that aren't supposed to be there for the first build (Apocalypse Tank, Mirage Tank) because as nice as they may be, it doesn't help when we are trying to focus on different units. Hopefully we should have something worth playing for the new testers. You read right <h3>We're Looking For...</h3> We are looking for extra staff members to join our ranks! At the moment we are looking for: <h4>Testers!</h4> That's right! We are now looking for testers again! If you are interested in testing unreleased versions of Apocalypse Rising and A Path Beyond for balance, bugs and other issues, send a private message to Chronojam with the following information. You don't need to be overly fancy. We need people with crappy systems, good systems, great aim, and crappy aim, so don't let the questions discourage you. Make the subject line something about BHP Testing please, so it's easy to find. If you have tested before or volunteered but were not chosen, you can certainly re-apply at this time. In-game Username Time Availability -Timezone & usual hours -Days you can help Hardware -Video card -RAM -Resolution Describe your skill at APB -What versions you've played Reason you want to test Deadpikle is the lead tester, so he'll be organising the successful applicants and will make sure you guys know what you're doing. There is no limits or anything on who can apply; so if you are interested, get in touch! <h4>2d Artists</h4> <h4>3d Model Artists</h4> What we are looking for in either a 2d or 3d artist, is someone who: is enthusiastic about working with the BHP Apocalypse Rising Team. has spare time. will be active in the foreseeable future (a.k.a we don't want you running off). is competent at creating their own 2d textures or 3d models in 3d Studio Max/Maya. is over the age of 16 (we overlook this if you are what we assess to be a mature individual. This rule is known as the TruYuri rule). PM me with your application stating why you would like to join the team along with any past experience. Please provide example textures or models, if you have any. <h3>OWA's Random Corner</h3> Bison just got vocoded! <center><object width="425" height="344"><param name="movie" value=" name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src=" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center> <h3>This is delicious!</h3> Yeeeeeeeeeeesss!
-
Both options are going in.
-
1. Currently, yes. Will it be accessible in the release version? I doubt it. 2. Soviets have no time for stair rails, they need the raw materials to make more things! Remember, if a conscript falls down the stairs and dies, there are 100 more standing there to replace him. 3. Explosive barrels may or may not feature in multiplayer maps, since they are a singleplayer thing. If we do decide to put a few in, they definitely won't be around the bases because they cause too much damage. What rm meant was; exploding barrels in the context of C&C were used as a device in singleplayer to make it easier for the player. You didn't really see these barrels in multiplayer, thus they would negatively affect the gameplay if we were to add them in close proximity to base structures. They are totally possible, just not very clever in some circumstances.
-
When we start hiring again. It'll be plastered all over the blogs when we do.
-
Lone Guardian is going in eventually. Civilian Tech structures are in, civilians themselves haven't been discussed yet. Yeah, that'll be going in as a sound clip.
-
Welcome to this week's blog guys. Let's get this ball rolling. <h3>Soviet Refinery Walkthrough</h3> dtrngd has completed the interior for the Soviet Refinery and has gotten it ingame to walk around in. This evening I took the map and made a quick walkthrough video for you guys. You may notice that the Refinery has no minor weakpoint. This is because the War Miner affects credit income when the enemy faction destroys it. So the Miner is the minor weakpoint if you like. However, it's not linked to the refinery's health in any way. Also, the no elevator policy we are running seems to be paying off. Take a look at the video on youtube below. <center><object width="425" height="344"><param name="movie" value=" name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src=" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center> Also, download it from here if you want a better quality video. <h3>We had a Conflab</h3> Well, we had a conference on Saturday which was pretty cool. We got just about everyone to turn up and we reminisced about the times of old. Better is the fact that The_Merovingian (or Zion as he's known now) has decided to come back and help AR! Give him a warm re-welcome. We didn't discuss anything of real relevance to be honest, most of it was just random stuff. We did discuss having new first person arms though. There will be a few more arm types than those featured in APB. this is because units like the conscript and Tesla Trooper have massive gloves which will need modelling out. We'll get them working soon enough though. <h3>Tesla Coil Fixed</h3> dtrngd wasn't happy with the Tesla Coil, so he took it and made it as close to RA2's as he could possibly get. I think he succeeded; take a look below. <h3>Team Messages</h3> I have a headset again now, so I can talk to people on skype and teamspeak again! cfehunter actually paid for megavideo. dtrngd has been working lots. danpaul88 has been wanting the Barracks for the next test build. Chevy has been conflabbing with us. TheBeerinator is working on Soviet Purchase Terminals. Tankmaster is working on some features for the installer. Poggel has been working on a Tokarev pistol! Eggman891 is going to meet Merovingian with a contract for him to sign his life away once again. The rest of the team has been doing stuff. <h3>We're Looking For...</h3> We are looking for extra staff members to join our ranks! At the moment we are looking for: <h4>2d Artists</h4> <h4>3d Model Artists</h4> What we are looking for in either a 2d or 3d artist, is someone who: is enthusiastic about working with the BHP Apocalypse Rising Team. has spare time. will be active in the foreseeable future (a.k.a we don't want you running off). is competent at creating their own 2d textures or 3d models in 3d Studio Max/Maya. is over the age of 16 (we overlook this if you are what we assess to be a mature individual. This rule is known as the TruYuri rule). PM me with your application stating why you would like to join the team along with any past experience. Please provide example textures or models, if you have any. <h3>OWA's Random Corner</h3> Crab Battle? <center><object width="425" height="344"><param name="movie" value=" name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src=" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center> <h3>Duck!</h3> Where?
-
Indeed you do, unless you are a compulsive reformatter. Cheers Trev, I can walk again and have been active on my bicycle, but now I think I've got a dose of the flu That it was. Haha Occult, you flatter me. I need to get a microphone first though. The game is coming together a piece at a time. Also, the CLEG isn't being worked on at the moment, but he'll make an appearance after the first release.
-
Hey guys, welcome to this week's blog. Slightly late again I'm sad to say, but I couldn't stay at my desk whilst my friend was celebrating his birthday. However, here it is now! <h3>Oil Derrick</h3> So our old Oil Derrick model was a bit... well.... old. So Guy with a wrench has made a new one! This will fit in line with the other tech buildings that he has done previously. Only the Secret Lab to go by my record Take a look below. For those of you who haven't been keeping an eye on proceedings, the engineer character on each faction will be able to capture these special tech buildings that are dotted around the maps. They provide bonuses for your team. For example, the Tech Oil Derrick provides additional funds for your team. Tech buildings are handy, so keep an eye out for them. Also, it gives you more of an incentive to become an engineer. <h3>Dumplings</h3> Remember a few weeks back when I was showing you guys the War Miner? Well, now I have gotten the model to the stage where an ore dumping animation can be made. That's right! The War Miner will deposit it's lovely load of ore by tipping it out into the main pit ready for transport into the refinery itself. Take a look at the pretty pictures I have below! <h3>So where do you suppose the War Miner goes?</h3> dtrngd has been working on a few teaser screenies for you guys. I shall say no more and show only pictures... <h3>Team Messages</h3> So I actually started university again this week and it looks like this year will rock. Facial modelling, 3d animation, Advanced Unreal 3, 2d texturing and making a game in Unreal 3. the game is called Rift Hunter and it's about fighting a race of highly evolved wolves that are attempting to use the past to make the human race extinct. It's cool stuff. cfehunter actually paid for megavideo. dtrngd has been reffing all week. danpaul88 has been going over the recent changes to scripts 4.0 (as listed in one of the last APB Blogs) and fixing any errors that may occur. TheBeerinator has been doing something with Soviet pt's. Nothing has been shown yet since he is a busy boy. Eggman891 has been finding his drinking limits. The rest of the team are gearing up for a conflab. Our buddies over at Renegade X released their first public beta yesterday. Version 0.35. Check it out here! <h3>We're Looking For...</h3> We are looking for extra staff members to join our ranks! At the moment we are looking for: <h4>2d Artists</h4> <h4>3d Model Artists</h4> What we are looking for in either a 2d or 3d artist, is someone who: is enthusiastic about working with the BHP Apocalypse Rising Team. has spare time. will be active in the foreseeable future (a.k.a we don't want you running off). is competent at creating their own 2d textures or 3d models in 3d Studio Max/Maya. is over the age of 16 (we overlook this if you are what we assess to be a mature individual. This rule is known as the TruYuri rule). PM me with your application stating why you would like to join the team along with any past experience. Please provide example textures or models, if you have any. <h3>OWA's Random Corner</h3> Billy Mays orders McDonalds! Legend! <center><object width="560" height="340"><param name="movie" value=" name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src=" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></center> <h3>Til next Wednesday...</h3> ...providing something doesn't happen to keep me from typing.
-
Maybe...
-
N00bs are stupid and don't read manuals. This is a way to spoon-feed them some of the basics.
-
Welcome to this week's blog guys. Little late again I know, but we have been struggling for content lately as everyone re-enters education. Anyway lets get down to business. <h3>Installer</h3> Tankmaster has been working on replicating the rA2 installer for use in AR upon release. I must say, he has done a perfect job with porting over the RA2 assets to form this piece of awesome. We will eventually be replacing the renders of the RA2 units with our own selection, but for now we'll keep with what we have. Oh, and if anyone has concerns over the installer taking ages to install, don't worry. Tankmaster is going to code in a quick install button. Take a look at the images below. <h3>Refinery</h3> dtrngd has been fixing up the refinery and has now gotten the first concept into game. The basement hasn't been connected up yet, but it is soon to follow. We have opened up an entrance in the front of the structure so that it can now be accessed from both sides. This is a welcome change to the old version, which only had doors on the back. Bye bye campers! Here are the first ingame shots of this work in progress. <h3>A Populated Barracks</h3> dtrngd has also been putting the new purchase terminals and repair nodes into the Allied Barracks. This is essentially what the structure will look like when you guys get your hands on it, when AR is released on Take a look below! <h3>Team Messages</h3> So I kind of hurt my foot.... But other than that, everything is cool! cfehunter had a cold but has managed to shake it off now. dtrngd has been refining the refinery. (See what I did there?) danpaul88 has been checking scripts 4.0 over for potential compatibility problems. TheBeerinator has been thinking about making some Soviet Purchase Terminals. The rest of the team has been lingering around the internal forums. <h3>We're Looking For...</h3> We are looking for extra staff members to join our ranks! At the moment we are looking for: <h4>2d Artists</h4> <h4>3d Model Artists</h4> What we are looking for in either a 2d or 3d artist, is someone who: is enthusiastic about working with the BHP Apocalypse Rising Team. has spare time. will be active in the forseeable future (a.k.a we don't want you running off). is competant at creating their own 2d textures or 3d models in 3d Studio Max/Maya. is over the age of 16 (we overlook this if you are what we assess to be a mature individual. This rule is known as the TruYuri rule). PM me with your application stating why you would like to join the team along with any past experience. Please provide example textures or models, if you have any. <h3>OWA's Random Corner</h3> COLD FEAR IS THE BEST GAME OF 2005! <center><object width="425" height="344"><param name="movie" value=" name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src=" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center> <h3>Tadargh</h3> It's the Blargh!
-
I stood on the edge of a curb and fell into the road. It hurt. Don't do it. My shoulder and arm took the fall, leaving my face unscarred.
-
NEVER! I am indestructible!
-
Hey guys! Apologies for the lateness, I moved into my new house and was without internet on my computer until Saturday. Then things got kind of hectic, but all has seemed to have cooled down for now. as a bonus, I have Eggman891 living about 150 metres away which feels surreal. Anyway, lets dive head first into the updates! <h3>Allied Repair Node</h3> A while ago it was established that the allied power plants in AR were to utilise geothermal energy as a source of power. This concept has been loosely transferred into the repair nodes by TheBeerinator. Water flows through the central section of the node, but when the linked building is damaged that water will leak. We'll be using decals and emitters to achieve this. Take a look at this! <h3>New Civilian Tech Airport</h3> Guy with a wrench has been modelling up the tech airport. This will grant your team a para-drop ability when captured. We are unsure how para-drops will be setup, but we have the basic logic for parachutes ready. The Tech Airport may not feature in the first release, but will likely be featured in the first major patch along with the American Air Drop. Check out the images below! <h3>Revamped Refinery</h3> dtrngd has been modifying and updating Ric's Soviet Refinery model so that it accommodates the interior correctly. The animations for this structure are going to be something special indeed. War Miners will have a dump animation for when they deposit their expensive loads off which will hopefully make use of some nice emitters. Check out the fixed exterior below. dtrngd, TheBeerinator and Guy with a wrench deserve a lot of credit for their work on various structures so if you see them online, please take the time to thank them. <h3>Team Messages</h3> I've been moving into university! I have internet and I live near to Eggman891 and cfehunter. We are planning on taking over the town. cfehunter is sitting to my left. dtrngd has been working on the refinery. danpaul88 has been scripting up a way to get many screens put onto the repair nodes. More on this soon. TheBeerinator has been texturising. Guy with a wrench has been modellising. The rest of the team have been doing team stuff. <h3>We're Looking For...</h3> We are looking for extra staff members to join our ranks! At the moment we are looking for: <h4>2d Artists</h4> <h4>3d Model Artists</h4> What we are looking for in either a 2d or 3d artist, is someone who: is enthusiastic about working with the BHP Apocalypse Rising Team. has spare time. will be active in the forseeable future (a.k.a we don't want you running off). is competant at creating their own 2d textures or 3d models in 3d Studio Max/Maya. is over the age of 16 (we overlook this if you are what we assess to be a mature individual. This rule is known as the TruYuri rule). PM me with your application stating why you would like to join the team along with any past experience. Please provide example textures or models, if you have any. <h3>OWA's Random Corner</h3> Someone's killing our T.V. Salesmen... Billy Mays died tonight... <center><object width="560" height="340"><param name="movie" value=" name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src=" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></center> <h3>Okay</h3> Time to go to the beach...
