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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 05-28-2003, 10:57 PM   #31 (permalink)
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lol thxz smurf u can help if u want u dont have 2 be full time just what ever u can do would help. iv made a few changes 2 the model nothing drastic just fixed a hole in the turret and rotated the parts going from the turret 2 the box thingyz..
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Old 05-28-2003, 11:29 PM   #32 (permalink)
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I wish I could help, but I know nothing about what to do.

:P
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Old 05-29-2003, 12:33 AM   #33 (permalink)
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its ok we have a few ppl helping out now still no mod leader...
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Old 05-29-2003, 12:55 AM   #34 (permalink)
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Quote:
Originally Posted by WeeRaby2k
its ok we have a few ppl helping out now still no mod leader...
you should lead the damned thing! you're doing it already pretty much...
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Old 05-29-2003, 12:58 AM   #35 (permalink)
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Just for your information, I can only do the units, structures, weapons, and special powers(charge times) coding.
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Old 05-29-2003, 01:13 AM   #36 (permalink)
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Hmm, does that mean you can only do every thing?

NE way, Weeraby, is it going to be a direct rp of RA2 or are we adding our own unique units here and there?
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Old 05-29-2003, 05:00 AM   #37 (permalink)
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i think we should focus on all the original units and buildings first, well see after that

also, i like to basse the models mroe on the concept art (for example, my kirov is quite different from the ingame one) i could redo em ... but i think some of the concept art designs are better then the ingame ones ...
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Old 05-29-2003, 05:48 AM   #38 (permalink)
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Weeraby, please let me skin the Mirage Tank!, it owns!
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Old 05-29-2003, 07:35 AM   #39 (permalink)
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are we going to be readding the old concept that was never used/
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Old 05-29-2003, 08:03 AM   #40 (permalink)
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Quote:
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i think we should focus on all the original units and buildings first, well see after that
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