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Original Nod Tiberium Harvester rendering [message #2356] |
Mon, 03 March 2003 22:45 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
jraptor9
Messages: 20 Registered: February 2003 Location: middle earth
Karma: 0
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Recruit |
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much more like the original then the renegade one.
D1:"are you suggesting coconuts migrate?"
A:"not at all, they could be carried."
D1:"what, a swallow carrying a coconut?"
A:"it could grip it by the husk."
D1:"its not a question of where it grips it, its a simple question of weight ratios. a five ounce bird could not carry a one pound coconut.!"
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Original Nod Tiberium Harvester rendering [message #2512] |
Tue, 04 March 2003 10:06 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
![](http://renegadeforums.com/images/avatars/G_Havoc_Gen.jpg) |
General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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Yeah i agree the ladder looks like it was added after and looks out of place. If it was textured differnently it might look more in place. But the ladder does catch you atention and makes it look not part of the harvester. But appart from that it could be a good harvester. Also it would be good to see a harvester that actually "harvests" if i rember correctly the claws on the fron moved to gather the harvester. I'm not sure if it would have the same problems as the Reborn team if this was done though, about the looping animations not stopping. But a script i would have thought could solve this if it's possible to trigger an animation on a zone entry and stop it on a zone exit.
BTW Blazer did say about the images, resize them or link externally. I think Blazer was including you too. I know there good pictures but scrolling half a page even at 1280*1024 is annoying. Thanks
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