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 PostPosted: 29 Jun, 2012 
 
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OrangeKnight wrote:
Okay I admit, the tophat was a little ridiculous, but brandon, you should know by this point just tacking stuff on doesn't look great 99% of the time, if you want to do something like this, I suggest you go full on scopedog and modify the head so that the new sensor package actually looks integrated to the head.

Mike

I shall try to. Been trying to get it right for 2 days now. Haha.


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 PostPosted: 30 Jun, 2012 
 
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Would this be better?

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 PostPosted: 30 Jun, 2012 
 
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nope, just looks weird, specially since it still has half it's original eyes, plus the green just looks weird on the ACU and honestly whatever your trying to do just doesn't seem to be working. Might want to try a different approach

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 PostPosted: 30 Jun, 2012 
 

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OK is right you need to remodel the head or even just the front of it.

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 PostPosted: 30 Jun, 2012 
 
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Well, I changed the left side of the 'mask' a bit. Now instead of plain Red, Green and Blue, Its all glowing orange :3

It fits Cybran Muuuch better now.


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 PostPosted: 04 Jul, 2012 
 

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Brandon, why did you eliminate the Aeon Salvation? Did you think it was too much of an advantage over the other factions?

On the Aeon Emissaration, is there any advantage to having the unit set to low rate of fire, other than maybe a slower draw on resources?

Stuart


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 PostPosted: 04 Jul, 2012 
 
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stuartpierce wrote:
Brandon, why did you eliminate the Aeon Salvation? Did you think it was too much of an advantage over the other factions?

On the Aeon Emissaration, is there any advantage to having the unit set to low rate of fire, other than maybe a slower draw on resources?

Stuart

Longer range for one, and slightly more firepower and higher accuracy.

The higher rate of fire is for short bursts with large damage area.


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 PostPosted: 05 Jul, 2012 
 

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Brandon, might be a bit of a tall order, but do you think you could release a version of your mod that just adds just your units but removes all of your changes to vanilla units, and adds say a new MkII "brandon" version alongside the vanilla version?


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 PostPosted: 05 Jul, 2012 
 
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tankmayvin wrote:
Brandon, might be a bit of a tall order, but do you think you could release a version of your mod that just adds just your units but removes all of your changes to vanilla units, and adds say a new MkII "brandon" version alongside the vanilla version?

Then the mod would be horribly unbalanced. Besdes, I dont plan on releasing here anymore.


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 PostPosted: 05 Jul, 2012 
 

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Hi,

I hope you DO continue to release here!.

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 PostPosted: 05 Jul, 2012 
 
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Domino wrote:
Hi,

I hope you DO continue to release here!.

Hope all you want D. I lost my own a few pages back. If I DO make any releases, it will be on my own page, or Moddb.


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 PostPosted: 05 Jul, 2012 
 

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brandon007 wrote:
Domino wrote:
Hi,

I hope you DO continue to release here!.

Hope all you want D. I lost my own a few pages back. If I DO make any releases, it will be on my own page, or Moddb.


ok :)

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 PostPosted: 05 Jul, 2012 
 

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That would be awesome.

tankmayvin wrote:
Brandon, might be a bit of a tall order, but do you think you could release a version of your mod that just adds just your units but removes all of your changes to vanilla units, and adds say a new MkII "brandon" version alongside the vanilla version?


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 PostPosted: 06 Jul, 2012 
 
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Made a new Part of the Cybran ACU. For the Resource Generation upgrade, I decided to make it more... Industrious.

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Now the ACU is... Heh, Smoking :3
:lol:


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 PostPosted: 19 Jul, 2012 
 
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Got some good news. After alot of time debating, I think its time that I announced that a Beta Version of the Wyvern Battle Pack might be released.... ON SC2!

More Info to come!

Edit:

I am looking for an Animation Artist for Death/walking/Idle/Hunker Animations. If you want to animate for me, Just ask.


Last edited by brandon007 on 19 Jul, 2012, edited 1 time in total.

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 PostPosted: 19 Jul, 2012 
 
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First Battle Pack ACU has been converted! As far as I know >.> Exporting it seems to be a problem.

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What do ya think? :3


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 PostPosted: 20 Jul, 2012 
 
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Not as pretty as I would hope that it would be, but its a start :3

Btw, Anyone know how to get up the Error log in Sc2? I know F9 with cheats on brings it up in FA, but is there a Sc2 Error log?


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 PostPosted: 20 Jul, 2012 
 
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New ACU for Sc2 is done. (Texture wise)(I think)

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I used Revamp Expansion Mod v1.05 along with my mod for Team colours.

Now If I can only find someone to rig it, and animate it...


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 PostPosted: 21 Jul, 2012 
 
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Bad news people. With the lack of modders for Sc2, The Wyvern Battle Pack will never get onto Sc2, since theres no one around to even help get a basic unit mod off the ground.


Ill still be modding for FA.


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 PostPosted: 21 Jul, 2012 
 
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*looks at brandon's post*

O.o

*looks at SC2 revamp mod*

:lol:

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 PostPosted: 21 Jul, 2012 
 
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Lt_hawkeye wrote:
*looks at brandon's post*

O.o

*looks at SC2 revamp mod*

:lol:

They arent helping me get my mod off the ground. I asked OverRated for some help, And hes not helping me. So..ya, My point still stands.


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 PostPosted: 21 Jul, 2012 
 
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you only have one person to blame

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 PostPosted: 21 Jul, 2012 
 
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Lt_hawkeye wrote:
you only have one person to blame

Ya, I can blame them since I did nothing to wrong them.


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 PostPosted: 21 Jul, 2012 
 
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brandon007 wrote:
Lt_hawkeye wrote:
you only have one person to blame

Ya, I can blame them since I did nothing to wrong them.


if you really going to be saying that then you truly are a lost cause.

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 PostPosted: 21 Jul, 2012 
 
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I dont need that kinda stuff in my thread >.>


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