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Forum Members: 18,581
Total Threads: 8,668
Posts: 94,540
Administrators:
DeeZire, Redemption
There are currently 49 users online.
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
06-25-2005, 11:19 PM
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#21 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 380
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Quote:
Originally Posted by SU182";p="
Don't you get it, No One is even looking in this forun, There all enjoying other forums.
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look at this forums.... www.sleipnirstuff.com www.cncreneclips.com forums.cncnz.com forums.unleashed.ws 
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06-26-2005, 12:18 PM
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#22 (permalink)
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Super Moderator
Join Date: Dec 2002
Location: Purging your soul in the blue fires of hell.
Posts: 1,650
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Nobody wants to work for a mod who's leader is going to do nothing but sit there and take credit as the project leader. To lead a mod you need to inspire peope to work for you by comming up with someting half-way good on your own. To follow someone as a project leader you need to respect their modding ability and if you don't show any ability how can someone respect you. To want to be the leader is just not enough.
__________________
Oh god how did this get here? I am not good with computer.
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06-28-2005, 03:12 AM
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#23 (permalink)
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Junior Member
Join Date: Jun 2005
Location: Santa Ana
Posts: 20
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I'm not going to sit around and take credit, I'm going to modivate them to make it the best mod around.
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06-28-2005, 09:40 AM
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#24 (permalink)
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Senior Member
Join Date: May 2003
Posts: 182
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sorry to say but this is one of the most lame post I have ever seen asking for help, no none will join your mod because you dont have anything to offer except ideas, wich you dont know if are reall possible because you dont generals' engine well and you dont have any coding experience.
Plus as some people already said there are some RA mods already in progress, you dont have anything to compete against them. May be you can join any of them, if you dont want to then start making things for your own and then ask for help.
Also you mod has the perfect profile for a failure.
Sorry to say.
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10-27-2005, 08:32 PM
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#25 (permalink)
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Junior Member
Join Date: Jun 2005
Location: Santa Ana
Posts: 20
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Well, I'm working on modeling and I'm thinking of making a design document.
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10-28-2005, 09:42 AM
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#26 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 380
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heh....u revive your 5 month old thread...... :/
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10-28-2005, 07:12 PM
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#27 (permalink)
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Senior Member
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
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Quote:
Originally Posted by Kelso";p="
lol, no one wants to help you on your project so you try and bad mouth the forum you posted in. Seriously dude, how old are you?
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I am 13, and I make a good mod. He must be like 10 then, DAMN YOU 6TH GRADERS!
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10-28-2005, 11:57 PM
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#28 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 380
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Quote:
Originally Posted by Kitsune";p="
Quote:
Originally Posted by Kelso";p="
lol, no one wants to help you on your project so you try and bad mouth the forum you posted in. Seriously dude, how old are you?
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I am 13, and I make a good mod. He must be like 10 then, DAMN YOU 6TH GRADERS!
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LOL :lol: Im 15 but i suck at modding 
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11-03-2005, 08:49 PM
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#29 (permalink)
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Junior Member
Join Date: Jun 2005
Location: Santa Ana
Posts: 20
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I forgot to add this in.
Red Alert 2 Remix will be using an enhanced version of the S.A.G.E. engine called S.A.G.E. Enhanced, This will include Realistic Water Effects, Enhanced Textures Better models, High Dynamic Range Lighting, Bump Maping, Better Effects, Better animation and Higher Polygon Count for models, Oh and I need help
Every time I start Red Alert 2, I get an error message that looks like a windows could not run this error message, What do I do to fix it, I want to start it so I can research the hit points for the units.
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11-04-2005, 01:46 AM
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#30 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 380
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 did u decompiled ZH's Sage??? :| or.. are using BFME's Sage?? :tard:
*cough* decompiling *cough* is *cough*illegal*cough* 
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