Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Wed Dec 17, 2003 11:16 pm Post subject:
Progress report
I've decided to post progress reports whenever some new stuff is (almost)finished.
This time there are two major things I've been working on.
1) Palettes & SHPs
On Monday I've finally finished the new unit palette(s). I already converted the tiberium, the blossom trees and the infantry. Currently I'm working on converting and resizing the buildings.
Also, I realised that using a modified cameo palette is stupid, since all the icons are from TD, so I just took TDs temperat.pal and replaced the TS cameo.pal with it. This makes the icons now look 100% like in TD (with the TS cameo pal some icons looked slightly worse than with the original palette).
Another palette thing: I modified the anim.pal a bit, now some explosions - even those from TS - look a little better and a little brighter. Will post screenshots of them later.
2) Tib Refinery & Weap Factory
Those of you that are into modding probably know that putting buildings from TD into TS is tricky, because the perspective from which they are shown often doesn't fit into TS' isometric perspective. This is especially a problem for the refinery and the weapons factory. Therefore I need images for them that are drawn in TS dimension and perspective.
Currently I'm working on the refinery, and I've made some progress with it yesterday, I will post a screenshot when it's finished. Still needs some work though, so that might take a few more days.
When it comes to the weapons factory, for now I'll use a slightly modified version of the mobile war factory from FS, since it's style is much closer to the TD weap factory than the style of the TS factories. However I'll try to get someone making a new image for it.
Well, that's it for now.
Screenshots coming your way soon, eventually as a christmas present
Have you improved the voxels from the last screenies shown
ESPECIALY that yucky 1tnk
Have you removed the thick black outline on the new building to make them look more real ?
I suggest you keep tiberium veins, although they were not in TD they where meant to be as in(there is even a FMV showing a chopper flying over a huge crater full of viceriods and veins etc).. and keep viceroids _________________ QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Thu Dec 18, 2003 9:41 am Post subject:
Quote:
Have you improved the voxels from the last screenies shown
ESPECIALY that yucky 1tnk
not yet (but will do)
btw that 1tnk wasn't made by me, I took the unused ltnk.vxl from ra2.
Quote:
Have you removed the thick black outline on the new building to make them look more real ?
also, not yet (but will also do)
however that guy doing the building image improvements lacks time atm, so the first public release might eventually come with non-enhanced buildings, sorry .
Quote:
I suggest you keep tiberium veins, although they were not in TD they where meant to be as in(there is even a FMV showing a chopper flying over a huge crater full of viceriods and veins etc).. and keep viceroids
of course I'll keep visceroids
well, I planned to cut the tiberium veins, but maybe I'll leave them in. QUICK_EDIT
Yeah, keeping tiberian veins is ok, however should a new viceroid be made to reflect more the old than use TS one?
I'll start to collect a list on all TD tracks including Cov. Ops for a music pack that will of course be a optional download, anyway once I get the list maybe you can decide what tracks to pick since including all would take alot of space or I make my own little list of preference too QUICK_EDIT
Tiberium veins were in TD, but they didn't make an ingame appereance propably due to technical/time restrictions.
There's a cutscene in TD with a valley filled with tiberium things... visceroids, blossom trees, veins and holes. _________________ Project Director of C4 Commando C4 Commando's ModDb profile QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Thu Dec 18, 2003 7:17 pm Post subject:
ApolloTD wrote:
Yeah, keeping tiberian veins is ok, however should a new viceroid be made to reflect more the old than use TS one?
maybe... could also just use the image from TD...
Quote:
I'll start to collect a list on all TD tracks including Cov. Ops for a music pack that will of course be a optional download, anyway once I get the list maybe you can decide what tracks to pick since including all would take alot of space or I make my own little list of preference too
yes, including all would take alot of space indeed. I think the music pack should have at best 15 mb.
my pref list:
Act On Instinct (Playstation version, sounds alittle cooler imo)
March to Doom
Mechanical Man
Rain In the Night
Warfare
Demolition
On the prowl
also canyon chase and fight, win, prevail should be in, they're short and take only little space anyway. the main menu music and the score screen track will be in the mod itself already.
zdflamer2 wrote:
visceroids were in a td map editor but i dont think they worked
they did, there were some on at least one of the multiplayer maps. also they were sometimes randomly appearing in multiplayer battles, i think. QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Thu Dec 18, 2003 7:50 pm Post subject:
I know it's your choice in the end but these are my choices for music tracks. I'm more into the upbeat-sounding ones (And I can't believe you dont want Just Do It, that's one of the most famous C&C tracks [probably] except for Stomp, Valves and Hell March.
In no particular order:
Just Do It
Act on Instinct
Die (CO)
Demolition (great for a loading screen)
Warfare
Mechanical Man
Take 'Em Out
Other ones could be:
Looks Like Trouble
Industrial _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Fri Dec 19, 2003 11:14 am Post subject:
Clazzy wrote:
I know it's your choice in the end but these are my choices for music tracks. I'm more into the upbeat-sounding ones (And I can't believe you dont want Just Do It, that's one of the most famous C&C tracks [probably] except for Stomp, Valves and Hell March.
True, Just Do It should be in also.
Maybe we should make 2 music packs, one containing the rocky and uptempo stuff like those you listed, plus Enemies to be Feared, and one with tracks like:
March to Doom
Rain In the night
On the Prowl
Canyon chase
In the line of fire
No Mercy
Deception
Voice Rythm (CovOps)
DepthCharge (CO)
I know the majority of CnC fans prefers the heavier stuff, but some of those tracks have really great melodies, especially March to Doom and Depth Charge are great.
However then we need a 3rd music pack containing the missing tracks also
Untamed Land
Radio
CnC Thang
Prepare for battle
Airstrike
plus the other 5 CovOps tracks
problem is the average .aud filesize is 2 mb, and they can be compressed by at best 15%(zip) to 20%(rar), means one music pack would have a size around 15 MB... but i guess most people have faster connections than 56k...I don't, but have the music myself, so who cares
EDIT: Btw the mod will have an own installer, plus some enable/disable/start batch files.
Also since I've found out that there can be multiple ecachexx.mix files inside one expand mix, everything will be put in the expand01.mix (previously I planned to make it come with more than one mix file) QUICK_EDIT
I know it's your choice in the end but these are my choices for music tracks. I'm more into the upbeat-sounding ones (And I can't believe you dont want Just Do It, that's one of the most famous C&C tracks [probably] except for Stomp, Valves and Hell March.
True, Just Do It should be in also.
Maybe we should make 2 music packs, one containing the rocky and uptempo stuff like those you listed, plus Enemies to be Feared, and one with tracks like:
March to Doom
Rain In the night
On the Prowl
Canyon chase
In the line of fire
No Mercy
Deception
Voice Rythm (CovOps)
DepthCharge (CO)
I know the majority of CnC fans prefers the heavier stuff, but some of those tracks have really great melodies, especially March to Doom and Depth Charge are great.
However then we need a 3rd music pack containing the missing tracks also
Untamed Land
Radio
CnC Thang
Prepare for battle
Airstrike
plus the other 5 CovOps tracks
problem is the average .aud filesize is 2 mb, and they can be compressed by at best 15%(zip) to 20%(rar), means one music pack would have a size around 15 MB... but i guess most people have faster connections than 56k...I don't, but have the music myself, so who cares
EDIT: Btw the mod will have an own installer, plus some enable/disable/start batch files.
Also since I've found out that there can be multiple ecachexx.mix files inside one expand mix, everything will be put in the expand01.mix (previously I planned to make it come with more than one mix file)
I CANT BELIVE YOU LET ACT OF INSTINCT OUT _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Fri Dec 19, 2003 10:37 pm Post subject:
SMIFFGIG wrote:
may i ask
willl the menu screen be like in TD also ?
the main menu, yes.
MyTrust wrote:
I CANT BELIVE YOU LET ACT OF INSTINCT OUT
hey, keep cool. I wrote about 2 music packs one containing the tracks Clazzy mentioned (which includes Act On Instinct) and one with those I listed. AOI will be there, don't worry. QUICK_EDIT
so you plan to use expand01.mix? I wouldn't since FS expansion uses it
Just out of curiosity what is the playstation act on instinct like?
I prefer the act on instinct with added sfx most...
which begs question... since C&C also has added sfx versions of some tracks in addition of originals which ones we prefer to use?
yeah the visceroids in TD worked just fine.. they were weak and fired chem. spray but I liked their look more then than the current TS look... QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sat Dec 20, 2003 3:59 pm Post subject:
ApolloTD wrote:
so three packs 45mb if one is 15mb...
yes, approximately
Quote:
so you plan to use expand01.mix? I wouldn't since FS expansion uses it
I know, but this is the only way to make the custom main menu work under TS without FS also. And the mod comes with batchfiles that do the file renaming for you, and also they check if FS is installed and in that case the mods mix is renamed to expand02.mix.
Quote:
Just out of curiosity what is the playstation act on instinct like?
not much different; it has the same sfx like the mp3/soundtrack version, but the bass and drums sound a little different (a little deeper and heavier).
Quote:
I prefer the act on instinct with added sfx most...
which begs question... since C&C also has added sfx versions of some tracks in addition of originals which ones we prefer to use?
well, in most cases the sound-quality and volume of the sfx versions are lower, so i would prefer those without the sfx (except that PS version of AOI).
Quote:
yeah the visceroids in TD worked just fine.. they were weak and fired chem. spray but I liked their look more then than the current TS look...
I prefer the act on instinct with added sfx most...
which begs question... since C&C also has added sfx versions of some tracks in addition of originals which ones we prefer to use?
well, in most cases the sound-quality and volume of the sfx versions are lower, so i would prefer those without the sfx (except that PS version of AOI).
[/quote]
With SFX. No Mercy SFX:
No!, No!, No!, No mercy! No!, No!, No!, No mercy! Mercy is for the weak!
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Dec 22, 2003 2:45 pm Post subject:
ApolloTD wrote:
think someone could get the playstation AOI track then...
hehe, what do you think why i mentioned it? because i got it i even used it in version 1.0 (you can dl 1.0 from planetcnc to get the aud file)
Quote:
and umm, didn't patch.mix also work for plain TS too?
hm, i thought it works for ini files only. and it would require file-renaming also, so i don't see the point at it. and still there needs to be an expand01.mix to make the custom main menu work.
Quote:
I'll get on making the packs then and in longer run need another place to put other than my own...
shouldn't be a problem... maybe we can ask CnC Source, they have unlimited bandwith, afaik. But the mod is still some weeks (at least) away from release, so it isn't that urgent atm.
SeaMan wrote:
With SFX. No Mercy SFX:
No!, No!, No!, No mercy! No!, No!, No!, No mercy! Mercy is for the weak!
ok, in some cases i think we can make exceptions QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Jan 05, 2004 10:13 pm Post subject:
Hey people, just want to let you know I'm not dead I'm currently a bit busy with some rl issues, which caused a slowdown on the mod's progress during the past 2 weeks.
All I did was modifying the palette again (for the last time ) and converting some shps. Now I'm waiting for the next releases of the BS SHP Builder, I hope it will help me with some things.
Btw there's a chance of 50% that the mod will come with a music track made by a friend, who knos Frank Klepacki personally. He's very talented and promised he'd try to get one song in C&C style done.
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Jan 06, 2004 1:26 am Post subject:
Cool . FYI, this next release of BS SHP Builder might be in the middle or end of this month. It will include canvas, undo and an improved import function. You will be able to import a pack of images to SHP (even if the images are in different sizes(!!!)). We will have some auto canvas/resize options to make this become possible. It will also have an option to ignore the glowing colours as you requested, Reaperrr... it already works in the moment... canvas code needs to be implemented on import, although there is already a function that resize canvas of any frame you wish. Also, bugs related to resize window (that Stu found) are being fixed, other than some other bug fixes... zoom factor also reachs 32 instead of just 8 and some other changes done in the moment... QUICK_EDIT
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