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> Mech Factory v2.0 final, warning: big gifs
Team Black
post Feb 6 2007, 03:13 AM
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Yes, this is it; this is the keeper.
Once again, incredible job LKO thumbsup.gif

ok now which is the download for the final version?
(or is it even the final version...or are you still convinced it isn't good enough lol.gif )


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Lin Kuei Ominae
post Feb 6 2007, 01:03 PM
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QUOTE (Machine @ Feb 6 2007, 12:31 AM) *
Thanks; the unit is comming fine tongue.gif
then i hope we can see it soon. wink.gif

to the damage frames
ok i think i know now how they should be, and start to convert them for all the frames. But this can take a while, because i have much more time at the weekend than in the week.
QUOTE (cdmt @ Feb 6 2007, 03:47 AM) *
LKO your factory looks awesome now! The damage looks great.
thanks, but this isn't the final version. I've already added some more improvements. But the final version should come very close to this.
QUOTE (Team Black @ Feb 6 2007, 04:13 AM) *
ok now which is the download for the final version?
(or is it even the final version...or are you still convinced it isn't good enough lol.gif )
it's not finished yet. I suppose that it will be done next saturday/sunday.
Then i'll add it to the first post and remove the old download link.

This post has been edited by Lin Kuei Ominae: Feb 6 2007, 02:58 PM


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Aro
post Feb 6 2007, 02:52 PM
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LKO, I appologise if my English was hard for you to understand.
Yes, i was asking if i may use your mech factory in my mod, and of course you will be credited. tongue.gif

I was basicaly saying i love this factory, too damn right it should be spotlighted.
Well done, good work.

The final out come is just amazing.


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Blacksilence
post Feb 6 2007, 07:53 PM
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that damage effect is so realistic w00t.gif


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Lin Kuei Ominae
post Feb 7 2007, 02:10 AM
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the final version is done and faster than expected. take a look on the first post.
i hope it is good now.
it is 3:00 am and i have to stand up in 5 hours so i go and get some sleep.
CU LKO

This post has been edited by Lin Kuei Ominae: Feb 7 2007, 02:11 AM


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my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
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yt1300 (Millenium Falcon + BIG version)

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Uufje
post Feb 7 2007, 04:11 PM
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thumbup1.gif
Nicely done, especially the buildup.
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Blacksilence
post Feb 7 2007, 06:16 PM
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i really love this mech factory great work LKO :biggrin:


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hmily444
post Apr 23 2007, 10:33 AM
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LKO, what genius you are. That's really great I say...

But I prefer to use the code that you use now for this building...Could u share that?


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The DvD
post Apr 23 2007, 05:06 PM
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Wow, i seem to miss great topic like this pretty often wacko.gif

As some sort of tribute to this, i've made a news post on it, even though it's already 2 months old. By the way, fixing the problem of the active anim appearing through the unit should be a simple matter of adjusting the ActiveAnim(Two)ZAdjust value of the animation.


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Lin Kuei Ominae
post Apr 23 2007, 11:17 PM
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QUOTE (hmily444 @ Apr 23 2007, 10:33 AM) *
LKO, what genius you are. That's really great I say...

But I prefer to use the code that you use now for this building...Could u share that?

thanks.
The code you want is already in the zip. it's the code i use.
All you have to do is giving your mechs "Prerequisite=MECHFACT".

QUOTE (The DvD @ Apr 23 2007, 05:06 PM) *
Wow, i seem to miss great topic like this pretty often wacko.gif

As some sort of tribute to this, i've made a news post on it, even though it's already 2 months old.

thank you.
and hmily444 for the bump biggrin.gif
QUOTE (The DvD @ Apr 23 2007, 05:06 PM) *
By the way, fixing the problem of the active anim appearing through the unit should be a simple matter of adjusting the ActiveAnim(Two)ZAdjust value of the animation.

i tried that and there was no way to fix it this way. thats why i found an alternative that stops the anim everytime a unit leaves the factory and then starts looping again. (something that i think has never been done before wink1.gif maybe even a topic for the TS Modding-Forum?!)

This post has been edited by Lin Kuei Ominae: Apr 23 2007, 11:26 PM


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my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
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Vintriaz
post Sep 1 2007, 10:28 PM
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WOW! where have I been?! You tip the scales in your favor again with your grand skills. I think You realy got the tallent to make your own version of the whole TS system. Superb work. need I say more?


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Tiberian Enigma
post Mar 30 2008, 01:46 AM
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hello everyone....just signed up....LKO...this is another one of ur great designs i incorporated into my game...yet i have a question....u included two copies of sidebar icons with it...a nod and gdi one....how do i get them both to play in the game....the way i have it now only the GDI colored one shows up for both gdi and nod.....just wondering how id get them to function correctly colorwise and all
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jadems
post Mar 30 2008, 03:16 AM
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Haha, 7 month bump.

Well, of course we all know LKO's a geius, but you just pointed out his mech factory flaw. To have both icons deisplay for both sides respectively, you have to clone the mech factory for the other side with different art rules.


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Lin Kuei Ominae
post Mar 30 2008, 10:22 AM
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not exactly. Take the expand02.mix from my tutorial here and put in sidec01.mix the GDI icon and in sidec02.mix the Nod icon.
Then it works just like the icons for the mobile warfactory or limpet mine, that have 2 different cameos for one unit too.

This post has been edited by Lin Kuei Ominae: Mar 30 2008, 10:23 AM


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Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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Tiberian Enigma
post Mar 30 2008, 03:24 PM
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ok...thx for the update on this problem...but let me ask u...will doing that affect the game in any other way? and sorry...but i dont understand what u are saying to sidec01 and sidec02....im new to TS modding

This post has been edited by Tiberian Enigma: Mar 30 2008, 03:28 PM
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Nod Strike
post Mar 30 2008, 05:11 PM
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Urgh, more confusing modding talk.


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Tiberian Enigma
post Mar 30 2008, 05:16 PM
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if u want me to put the gdi and nod icon .shp files in expand02 and then put that in my SUN directory i cant add anything to the sidec01 and 02 .mix files
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jadems
post Mar 30 2008, 08:27 PM
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Really, LKO? When I did put them into Side01/02 my TS crashed. I like my way too 'coz each side has different mechs anyway.

Engima, try extracting the side01/02 fiels first, add the icons and then put them back into the main .mix file.


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Tiberian Enigma
post Mar 30 2008, 08:32 PM
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but didnt u just say that when u did that the game crashed?
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Lin Kuei Ominae
post Mar 30 2008, 09:43 PM
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you have to give the cameos the same name! else the game wont find one of them.
so in simple words:
1. rename MechFactIcong.shp to MechFactIcon.shp and place it in sidec01.mix
2. rename MechFactIconn.shp to MechFactIcon.shp and place it in sidec02.mix
3. change in art.ini Cameo=MECHFACTICONG to Cameo=MECHFACTICON

If you don't delete any of the other files in the sidec01 and sidec02 mix files it should work.


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Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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Tiberian Enigma
post Mar 30 2008, 09:55 PM
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ok..since i made an ecache file with the icon and other mech stuff in it....should i take the icon files out of there now and just put them in this expand file, or keep them in there too?
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Lin Kuei Ominae
post Mar 30 2008, 11:57 PM
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it's enough if you have them in the sidec mix files. indeed there should be the only copy of them, or the cameo in your ecache mix overwrites the sidespecific and you get again always the same cameo for both sides.
so take them out of your ecache. But the other shps can stay in your ecache.

This post has been edited by Lin Kuei Ominae: Mar 30 2008, 11:59 PM


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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Tiberian Enigma
post Mar 31 2008, 04:01 AM
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ok....i renamed the two icon .shp files and placed them into those sidec01 and 02 mixes....i then put them into expand02.mix and put it into mjy sun directory....ifrom the original ecache file for the mech factory....i booted up the game...and got NO icon for the structure....just the gray metal placeholder icon thingy.....
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