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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 12-22-2002, 09:05 PM   #21 (permalink)
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There you go, even a nuclear explosion fails to light up the buildings around it...

Nice artifacts in the trees.
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Old 12-23-2002, 05:14 AM   #22 (permalink)
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yes, thats what messes up the game, and i also dislike how the radiation sticks to the ground, couldn't they make a texture layer overlay every surface? or make it a gas? or at least make the shadows show, its really ugly IMHO

also, why the hell do they choose to use ANTHRAX, when there are biological weapons out there 10 times more effective and powerful? i dont even think anyone uses anthrax on the battlefield, another lame westwood(EAP) idea to use cliches from "real life"....
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Old 12-23-2002, 11:35 AM   #23 (permalink)
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ya they could have used musterd gas... :devil:
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Old 12-23-2002, 04:51 PM   #24 (permalink)
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Well I guess this goes with the nuke
[/quote]
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Old 12-23-2002, 06:01 PM   #25 (permalink)
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Woa! Big ion cannon laser thingy...
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Old 12-24-2002, 04:36 AM   #26 (permalink)
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Thank you
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Old 02-15-2003, 06:51 AM   #27 (permalink)
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Quote:
Originally Posted by CannisRabidus
And another thing - this is a 3D environment - where the hell is the dynamic lighting? A unit fires a weapon and the weapon fire lights up nothing in the vicinity. Even the original GLQuake had dynamic lighting for chrissakes.
GLQuake is NOTHING when you compare it to CheapHack/Tenebrae/DarkPlaces/TomazQuake. You can do many things with a 3D engine...



From Tenebrae (a modification - it's actually a lot more than a modification, it changes the engine code - for Quake 1). When I asked my bro where the picture was from, he said Doom 3
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