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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 11-30-2005, 09:59 PM   #1 (permalink)
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Default Resident Evil Revenge Help

Whats up modders. I am going to put a mod together for Ra2/Yr but I need shp graphic designer.

This is my mod list:

Zombies
Infantry:
Zombie-Mutating Anti-Infantry attack
Dead Dog-Just like RA2 Dogs but stronger and uglier
Licker-Fast, Cloakable, Long tongue
Hunter-Fast, Voracious, like a Brute but with claws
Nemesis-Fast, Incredibly Strong, Powerful against everything (Hero)

Vehicles:
Plant Mutations-Moves Underground, Entangles vehicles like Squid
Spider-Fast, Cloakable, Paralysis Web (Too Bad no Web Logic in RA2)
Slither Worm-Moves Underground

Structures:
Crow Roost-Defense Structure, Deploys Craploads of Crows
Morgue-Barracks
Cemetary-Cloning Vats
R&D Lab-War Factory
T-Virus Infector-Genetic Mutator-like weapon makes Zombies

STARS/SWAT/RPD
Infantry:
Patrol Cop-9mm Pistol
Luitenant-Shotgun
SWAT-MP5, Grenades
STARS-Assault Rifle
Leon Kennedy-Magnum, Uncrushable (Hero)

Vehicles: All Cost Large Sums of Resources
Patrol Car-OpenTopped, Holds 3
Swat VAN-Machine Gun, OpenTopped, Holds 5
Bus-OpenTopped, Holds 10, OmniCrusher

Structures:
Barricade-Wall
Gate-Gate
Machine Gun Barricade-Defense Structure
RPD-Barracks
Garage-War Factory


Umbrella
Infantry:
UBCS-Assault Rifle
UBCS Commander-Assault Rifle, Grenade
Mr. X-Strong, Slow, Brutish Guy
Armed Nemesis-Rocket Launcher, Chaingun (Hero)

Vehicles:
UBCS Tank-Machine Gun, OmniCrusher
UBCS Chopper-Holds 5, Machine Gun

Structures:
Checkpoint-Defense Structure
Wall-Wall
Gate-Gate
Umbrella Headquarters-Barracks
Garage-War Factory
G-Virus Infector-Genetic Mutator-like Weapon makes Hunters

this is in parts.

Air&water

Zombies:
giant moth:shoots a cloud of poison
giant honnet:shoots a missile like stinger
zombiefied squid: regular attack
zombiefied whale:
zombiefied dolphin:

STARS
News chopper: 40mm
attack chopper: unit carrier, some missile system
Demo boat: demolinashion
Protrol boat: 30mm
speed boat: Air and land missile

Umbrella
scout(UH-60): 40mm
there is already a 2nd chopper in the list
heavy Protrol boat: 30mm and anit-air missile
Troop boat: acts like a IFV
missile boat

Structures:air and water

Zombies:
Demons nest
Water colony

STARS:
HeiPad: looks like a airpad but builds choppers
Delta Shipyard

Umbrella:
Elite pad:looks like a airpad but builds choppers
Omaga shipyard
Revisions to above unit list:

Zombies
Mutations:
Zombie-Mutating Anti-Infantry attack
Dead Dog-Just like RA2 Dogs but stronger and uglier
Licker-Fast, Cloakable, Long tongue
Hunter-Fast, Voracious, like a Brute but with claws
Leech-Minelike unit, Limbo Attack
Nemesis-Fast, Incredibly Strong, Powerful against everything (Hero)

Greater Mutations:
Plant Mutations-Moves Underground, Entangles vehicles like Squid
Spider-Fast, Cloakable, Paralysis Web (Too Bad no Web Logic in RA2)
Slither Worm-Moves Underground
Leech Monster-Deploys Leeches, Slow

Aerial Mutations:
Giant Moth-Paralysis Web, Fast
Crow-Just like Crow Roost Crows but Buildable

Aqua Mutations:
Bass-Mutated Bass, Bite, Moderate Speed
Neptune-Shark, Semi-Fast, Bite, Thick Armor, Cloak
Croc-Amphibious, Huge, Slow, Swallow whole, Thick Armor

Structures:
Crow Roost-Defense Structure, Deploys Craploads of Crows
Morgue-Barracks
Cemetary-Cloning Vats
R&D Lab-War Factory
Sewers-Naval Yard
T-Virus Infector-Genetic Mutator-like weapon makes Zombies

Zombies will have severly limited range meaning they will have to swarm their human foes. Usage of multiple Cemetaries will be required to construct an adequate swarming force. The Greater, Aerial, and Aqua Mutations will be limited but will pose quite a threat to human foes by softening human defenses. The Slither Worm will probably be limited to just 1 so that you can't unit spam them. Zombies will not be promotable, except for Nemesis.

STARS/SWAT/RPD
Uniforms:
Patrol Cop-9mm Pistol, Swims
Luitenant-Shotgun, Swims
SWAT-MP5, Grenades
STARS-Assault Rifle, Swims
Leon Kennedy-Magnum, Uncrushable, Swims (Hero)

Cars: All Cost Large Sums of Resources
Patrol Car-OpenTopped, Holds 3
Swat VAN-Machine Gun, OpenTopped, Holds 5
Bus-OpenTopped, Holds 10, OmniCrusher

Aircraft: Buildlimit=1
Police Chopper-OpenTopped, Holds 3, Machine Gun

Boats: All Cost Large Sums of Resources
Gondola-OpenTopped, Holds 2
Speed Boat-OpenTopped, Holds 4, Fast

Structures:
Barricade-Wall
Gate-Gate
Machine Gun Barricade-Defense Structure
RPD-Barracks
Boat House-Naval Yard
Garage-War Factory

Remember, the Human have severly limited resources meaning they will have limited vehicle producing capabilities meaning they'll have to rely on their range advantage to maintain any dominance. Vehicles will be of little use on most maps anyways due to obstructions in most roadways. Vehicles will, however, provide an excellent base defense and protects your infantry from zombification (Especially the Bus and the Police Chopper). Tactics will be typically attack and retreat. Elite SWAT Vans will gain a hefty weapons bonus. Becoming Elite will take longer for the Humans.

Umbrella
Infantry:
UBCS-Assault Rifle
UBCS Commander-Assault Rifle, Grenade
Mr. X-Strong, Slow, Brutish Guy
Armed Nemesis-Rocket Launcher, Chaingun (Hero)

Vehicles:
UBCS Tank-Machine Gun, OmniCrusher
UBCS Hazard Van-Holds 5, Crusher

Aircraft:
UBCS Chopper-Holds 5, Machine Gun
Assault Chopper-Missiles, Ammo=6

Sea Craft:
Patrol Boat-Machine Gun, Holds 10

Structures:
Checkpoint-Defense Structure
Wall-Wall
Gate-Gate
Umbrella Headquarters-Barracks
Garage-War Factory
Hangar-Airpad
Docks-Naval Yard
G-Virus Infector-Genetic Mutator-like Weapon makes Hunters

Umbrella has a decided advantage over the other factions in terms of resources but manpower will be drastically limited, due to build limits. However, Umbrella units will start out as veterans making it much easier for them to become Elite meaning they will become powerful, should they survive (Mr. X will not be promotable).

The zombie is done because I am using code red zombie but I don't know who has done it to credit him or her.

This is the zombie:
http://img203.imageshack.us/img203/5...board019ye.png

I would code it but thats all I have right now. Also I am doing the voxels so all I am asking is for someone to do shps for me because I suck at it.

Also for the UBCS I was thinking HL2 Civil Protection look or Combine look.

He is what they look like: http://www.planethalflife.com/half-life2/enemies/.

I hope someone helps and I will credit you and help you out if you out by helping me.

Thank you.
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Old 12-01-2005, 04:32 AM   #2 (permalink)
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Default Re: Resident Evil Revenge Help

Quote:
Originally Posted by Ezekeil";p=&quot View Post
Whats up modders. I am going to put a mod together for Ra2/Yr but I need shp graphic designer.
you and over half the modding community.

this is why we often end up seeing the same public assets in half the mods out there.
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Old 12-01-2005, 02:57 PM   #3 (permalink)
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Yeah that is a problem, only if shp creator program was easy to creat shps just like how easy creating voxels is.
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Old 12-01-2005, 06:13 PM   #4 (permalink)
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That's the beauty of vxls. They ROTATE. It's great. (THAT RHYMES! NOICE!)

But like all things worth doing, and doing a good job, you're probably gonna have to make most of them yourself. Just take your time, when and if you have it, and work on them. It's a pain in the ass, but yeah, I suppose it'd be worth it. I've been taking free time from my periods to outline my mod, not even concept. It's slow progress, but when you work alone, it always is.
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Old 12-02-2005, 01:35 AM   #5 (permalink)
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Yes I agree. But I do ask around though just hoping someone would help and I do have two people making shps for me but the problem is one of them is never on I asked him and he talked to me twice. So I think he disappeared because I want heard word from him over a month. The other is kinda a beinger but he asked if he could help, so I let him and I understand that it takes time.

But what I really like to see Licker done, I heard it would be a little hard to pull off: http://img476.imageshack.us/img476/6/bowslicker7yd.jpg

Oh also I have these:
http://img476.imageshack.us/img476/4037/cams4js.png (I did these off my friend's PC, I don't have PSP on my PC)
Did them awhile back while I was thinking up the mod.
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Old 12-02-2005, 09:43 PM   #6 (permalink)
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...Umm... you kinda, uh... name locations... stuff... please say they're at least 60*48...
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Old 12-03-2005, 12:11 AM   #7 (permalink)
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Ah, hmm, I am confused what do you mean.
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Old 12-04-2005, 07:26 PM   #8 (permalink)
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Basics on making cameos. Width = 60 pixels, Height = 48 pixels. Anyway, names are supposed to be on the bottom... hence why I was a bit skeptical, you've got great pics, but the arrangement's a bit off.
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Old 12-05-2005, 05:51 AM   #9 (permalink)
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if you want to know what an RA2/RA2:YR cameo should look like, look at me avatar
[imgl:fef0e312e0]http://www.deezire.net/modules/Forums/images/avatars/Custom/131941432742824a308168a.gif[/imgl:fef0e312e0]
no, cameos are not suposed to be animated, but this is my avatar, it doesn't matter lol :lol:
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Old 12-08-2005, 07:36 PM   #10 (permalink)
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Yes, I saw that... reminds me of Freakazoid, from back in the day. Good shit.
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