Kilkakon Posted April 13, 2014 Share Posted April 13, 2014 Hi guys! I'm working on a solar power plant idea for the Japanese. This is just a rough mockup at this stage... what do you think? More panels, less panels, difference size maybe? It's going to be a 2x2 building. Link to comment Share on other sites More sharing options...
Nyerguds Posted April 13, 2014 Share Posted April 13, 2014 Huh, neat. I actually still got a TD SHP for a solar power plant kinda thing lying around... Link to comment Share on other sites More sharing options...
AchromicWhite Posted April 14, 2014 Share Posted April 14, 2014 Quite neat... hard to say at this stage. I think making sure it has a nice light effect between the mirrors and tower may be the biggest thing to give it a fancy look. -Liam Link to comment Share on other sites More sharing options...
Kilkakon Posted April 19, 2014 Author Share Posted April 19, 2014 Just saying that I am taking a quick break from C&C while I redo my website. I'll jump back on this soon though. Link to comment Share on other sites More sharing options...
Kilkakon Posted April 23, 2014 Author Share Posted April 23, 2014 ...until I realised that the whole point of remaking my website was to promote my C&C mod, and I have buildings missing that I should kinda finish before taking screenshots and doing tech trees. Great work Kilk. So I had another bash. Funnily enough though, this is almost a 2x1 building due to the 34 degree angle that it's got. It's square on a bird's eye view but not so here. Still, comments and criticism welcome. I'm thinking of replacing the brown tower with a player controlled gantry (similar to the communications centre). Link to comment Share on other sites More sharing options...
AchromicWhite Posted April 23, 2014 Share Posted April 23, 2014 That's looking really cool. I like this one better -Liam Link to comment Share on other sites More sharing options...
Kilkakon Posted June 18, 2014 Author Share Posted June 18, 2014 Sorry to be a bit slow on finishing this one. I hope to soon! Here's something else I finished today as a sweetner. Link to comment Share on other sites More sharing options...
AchromicWhite Posted June 20, 2014 Share Posted June 20, 2014 It's like a light heavy! But seriously, that's pretty sweet kilk -Liam Link to comment Share on other sites More sharing options...
Kilkakon Posted June 20, 2014 Author Share Posted June 20, 2014 Haha so it could be a... medium tank? :laugh: Thank you White. And thanks for being an awesome spriter too--your oil refinery was a great base for mine and I ended up using your light tank turret for my light tank too, so cheers Link to comment Share on other sites More sharing options...
Jacko Posted June 20, 2014 Share Posted June 20, 2014 That new light tank looks like the most overpowered thing possible. But it also looks god damn awesome. Link to comment Share on other sites More sharing options...
Kilkakon Posted June 20, 2014 Author Share Posted June 20, 2014 Haha thank you! It's the Japanese unique tank. It's really fast, cheap, and hits like a truck, but so light on hull, haha. Link to comment Share on other sites More sharing options...
AchromicWhite Posted June 21, 2014 Share Posted June 21, 2014 Thanks man... I drew all the stuff pixel by pixel just editing other SHPs and parts of SHPs that were similar to what I wanted... very fricken time consuming. The oil refinery was really fun to make. I actually made all the little separate bits and then fitted it all together, hehe. Was quite funny having a big sheet with all the bit of it spread out on. Believe it or not, I actually found the icon image for it on google images and then built the refinery based on that picture. Which is why it has such a sweet icon, too! xD -Liam Link to comment Share on other sites More sharing options...
Kilkakon Posted June 28, 2014 Author Share Posted June 28, 2014 What do you think? Japan's coming along eh? :laugh: All that's left to do now is a conyard... Link to comment Share on other sites More sharing options...
Jacko Posted June 28, 2014 Share Posted June 28, 2014 that looks cool as hell. Link to comment Share on other sites More sharing options...
Nyerguds Posted June 30, 2014 Share Posted June 30, 2014 The panels kinda seem like they're floating... maybe give them a bright grey concrete foundation, like it's done in the original game? Or at least strips radiating from the center under them. Link to comment Share on other sites More sharing options...
Kilkakon Posted July 1, 2014 Author Share Posted July 1, 2014 Okay, I'll give it a shot. It's a little primitive (I would smooth out the shadows using anti-aliasing) but what do you think? Link to comment Share on other sites More sharing options...
Nyerguds Posted July 1, 2014 Share Posted July 1, 2014 Ooh, I like that look! Looks much more... together, like this. Link to comment Share on other sites More sharing options...
Kilkakon Posted July 1, 2014 Author Share Posted July 1, 2014 Okay, sweet. Appreciate the feedback Nyer. I'll make a proper one tomorrow. Then onto the conyard and gene bank! Link to comment Share on other sites More sharing options...
Kilkakon Posted July 2, 2014 Author Share Posted July 2, 2014 Here's the finished product. :laugh: Fun fact, those tear gas infantry are actually C10s! Thanks for your help with Moebius, helped me work out these guys as well. Link to comment Share on other sites More sharing options...
Nyerguds Posted July 3, 2014 Share Posted July 3, 2014 Hmm. That version's concrete looks more angular, rather than a quarter-circle to mimic the panels themselves. What does tear gas infantry actually do? Link to comment Share on other sites More sharing options...
Kilkakon Posted July 3, 2014 Author Share Posted July 3, 2014 That is, fortunately, easily changable. I decided to use the normal power plant's base rather than the one I had drawn before. I can round off the edges though no worries. The tear gas infantry are functionally the same as Chem-warriors, with the same damage and rate of fire. The only difference is that they can't cost more than $127 and that they like to go prone more often than regular troops. I was thinking of asking you if repoints for cost were possible when the mod was finished. Link to comment Share on other sites More sharing options...
Nyerguds Posted July 3, 2014 Share Posted July 3, 2014 Cost change should be possible, yes... either by jumping out and back, or by changing some other value on the unit to make it smaller to compensate. Either one is a messy operation, though. I've quickly looked into it, and the jumping method is definitely the simplest of the two. Since there is no open space anywhere near that point, though, it'd require a long jump (5 bytes) to even jump out of the code there, which means that 3 of the properties at that point (each 2-byte 'push' commands) would need to be wiped and moved to the new location to put the jmp command there. The bytes to change would be: The actual jump to available space: Address 3ED99 (EIP=44E999) E9 B4 FA FF FF - jump to the new location 90 - 'No Operation' command - to align to 6 bytes (not really necessary, but it's cleaner ) (this removes the Cost, Sight and Hit Points options at this point) The moved and expanded code: Address 3E852 (EIP=44E452) 68 FF FF FF FF - migrated and expanded Cost value. Replace the "FF FF FF FF" by your new cost (bytes reversed, as usual) 6A 00 - migrated Sight value (which is probably already changed from 00 in your mod) 6A 32 - migrated Hit Points value (which is probably also changed from 32 in your mod) E9 3F 05 00 00 - the jump back to resume the original code The code: #eip=0044E999 ; 3ED99 jmp 0044E452 ; jump to nearby unused space nop ; no operation ; label indicating the jump back location jumpback: #eip=0044E452 ; 3E852 push FFFFFFFFh ; new cost push 0 ; sight push 32h ; hit points jmp .jumpback Not sure about the "going prone" thing, though. The only thing related I know is the "wandering" behaviour civilians have, which is enabled/disabled for C10 by the value at address 3EDAF. Link to comment Share on other sites More sharing options...
Nyerguds Posted July 3, 2014 Share Posted July 3, 2014 Whoops. Accidentally pointed it to a spot with not enough space for the new code. Edited my post to fix it ^ Link to comment Share on other sites More sharing options...
Kilkakon Posted July 3, 2014 Author Share Posted July 3, 2014 Oh wow, that's awesome Nyer. Thanks for putting that information there... I will have to study it and apply it to all civilian units and buildings I have recycled. :O There's like, a good 5-7 buildings that I have reused... this will be amazing to have working! Thanks so much. I'll have to be careful and do it carefully, one at a time though. As for the "going prone" behaviour, I have disabled the civilian and "wanderer" flags. The result is that, they'll behave normally, but as soon as they are damaged, they'll permanently go prone. They can be double-moved out of it like all infantry, but they'll go back to prone when they finish the move. It's not really a bad thing though as they kinda survive longer like that, haha. Would you prefer smoothed out corners on the plant's base? Link to comment Share on other sites More sharing options...
Nyerguds Posted July 3, 2014 Share Posted July 3, 2014 Oh wow, that's awesome Nyer. Thanks for putting that information there... I will have to study it and apply it to all civilian units and buildings I have recycled. :O There's like, a good 5-7 buildings that I have reused... this will be amazing to have working! Thanks so much. I'll have to be careful and do it carefully, one at a time though. That's not so easy... you'd need to find open space to migrate the code for every one of those. Do you have the asm tool? You can download it here. Note that you have to make a "project" before it allows you to convert code to bytes -_- As for the "going prone" behaviour, I have disabled the civilian and "wanderer" flags. The result is that, they'll behave normally, but as soon as they are damaged, they'll permanently go prone. They can be double-moved out of it like all infantry, but they'll go back to prone when they finish the move. It's not really a bad thing though as they kinda survive longer like that, haha. Oh. I've seen that happen in RA1 too. Really annoying. Would you prefer smoothed out corners on the plant's base? Actually, yes... the round base made it really fit under the quarter-circle of solar panels. Link to comment Share on other sites More sharing options...
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