Yep, Barrels do not tilt nor do Turrets recoil in RA2/YR Except on the Grand Cannon being the only one but yes, Angled Tilting doesn't exist. _________________ ~ Excelsior ~ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Apr 09, 2014 5:10 am Post subject:
Yea, I also think that is the case. Only FireAngle is in. GC uses HVA anim.
Crimsonum wrote:
Gangster, there is at least a 3ds-to-vxl conversion tool somewhere, I've seen it produce very good results.
Really? Because the 3ds2vxl ViPr made and included in VXLSE for a while now does not. Textures turn out to be a mess and shapes turn out dithered. You need to fix those for your voxel to call it decent first always. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
all looking really nice, but as you know i always have something to complain about
but just some tiny things
-the red/white checkered base on the Nod sam isn't looking that nice (red yellow maybe, or only red on grey concrete)
-brick texture on the dam is too big. It makes the dam look rather small. 1/4th the size of the brick texture would be better imo.
-i fear you get some trouble when you want the fine/thin cables of the laser turret ingame. They are only visible here due to AA against background which you can't have later and then such a thin cable could end up in a disconnected row of pixel. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Great work, though I prefer black and yellow stripes on the SAM.
Lin Kuei Ominae wrote:
all looking really nice, but as you know i always have something to complain about
but just some tiny things
-the red/white checkered base on the Nod sam isn't looking that nice (red yellow maybe, or only red on grey concrete)
-brick texture on the dam is too big. It makes the dam look rather small. 1/4th the size of the brick texture would be better imo.
-i fear you get some trouble when you want the fine/thin cables of the laser turret ingame. They are only visible here due to AA against background which you can't have later and then such a thin cable could end up in a disconnected row of pixel.
I know someone else who needs to do some Nod building work. QUICK_EDIT
My image archive
Scratch that, it seems i have overlooked it or accidentally deleted it from the online archive
tiberian.com, linked Gangster to it on Skype as soon as i found it.
Will re-add it and check for any other missing images _________________ Tiberian Dawn, Red Alert, Tiberian Sun ,Red Alert 2,Renegade, Command & Conquer 3,Tiberium and Tiberium Wars and Westwood related image & video archive
https://picasaweb.google.com/113361105083292812413?noredirect=1
Skype live:tomsons26
Don't forget to state who are you otherwise i'll ignore the invite QUICK_EDIT
Wow, can you imagine this pyramid in Egipt and you standing next to it?
That would be creepy.
That would be actually a very cool promotion action. Shouldn't be too hard to put some fine dark sheets over the pyramid, similar to how Christo covered the Reichstag building. They just have to make sure the pyramid doesn't takes any damage from this action, but it's not impossible. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Very nice... EMP cannon especially is very good and shp turret is very much preferred.
Laser turret could do without the wires as they will end up looking singular pixels anyhow and the Nod SAM base really needs rethinking, the white is bad, maybe solid black in place of white would do if wanna keep the orangey lines there.
If not the TS approach which unfortunately also looks GDIish. QUICK_EDIT
Looks good, but very small if you aim for accuracy. I once compared the size of the Kodiak wreckage with the FS intro FMV where you see it next to the pyramid, and concluded that the Pyramid would roughly have a size of 16x16 cells. While of course you can't have a single building so large, you could break it into pieces like Westwood did with the Egyptian pyramid in YR. And why not have a gigantic pyramid when you're only going to see it in one mission anyway? Aaaand it's supposed to house a rocket capable of transforming the entire planet. That one can't be very small eh?
Two other small things. The Nod logos are too big, and the dark walls should reach higher on the sides (see my draft quick).
Note that the pyramid in TS was actually Hassan's, which was probably meant to be a lot smaller than Kane's.
ntpyra_16x16_cells.PNG
Description:
Basically the pyramid would be this big in TS scale (even bigger in RA2 scale)
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Apr 17, 2014 5:52 pm Post subject:
Crimsonum wrote:
While of course you can't have a single building so large
He actually can. Ares. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
TS had in the last campaign missions the Nod Pyramid as well and this was only 4x4 too. _________________ SHP Artist of Twisted Insurrection: Nod buildings
TS had in the last campaign missions the Nod Pyramid as well and this was only 4x4 too.
Yeah but that pyramid looks nothing like the pyramid in the FMVs, which lead me to think it's a different building after all. Also, the reason it was so small was probably because of TS's building size limitations - just look at how small the Kodiak is in GDI mission 11 in TS and compare that to the Kodiak wreckage in FS. The wreckage is much more accurate to the FMVs. _________________
If WW wanted, they could have made a bigger pyramid. Either by adding a bigger foundation or by combining 4 small buildings into one big. _________________ SHP Artist of Twisted Insurrection: Nod buildings
The campaign was done map by map so that the last missions are the last ones completed. You can tell this by how their quality blatantly degrades as you proceed through the campaign. They could've easily left the pyramid out because of time restrictions, or the map had already been made before they considered making a second pyramid building. Or they just didn't give a damn like with many others things (i.e. Kremlin in RA2. That shit is inaccurate by all standards.) _________________
Top right one doesn't give 3d look, either due to lack of shadows, or it could take more contrast or
its bottom could be darker than the top. QUICK_EDIT
Reminds me... is the Tiberium Tree/Tiberium gonna be less cartoonish in Rewire? I'm guessing the answer is gonna be obviously yes though. _________________ ~ Excelsior ~ QUICK_EDIT
Yea, I also think that is the case. Only FireAngle is in. GC uses HVA anim.
Crimsonum wrote:
Gangster, there is at least a 3ds-to-vxl conversion tool somewhere, I've seen it produce very good results.
Really? Because the 3ds2vxl ViPr made and included in VXLSE for a while now does not. Textures turn out to be a mess and shapes turn out dithered. You need to fix those for your voxel to call it decent first always.
Can you elaborate on what you said here? Is there a problem with my specific program or voxelization in general? Are you sure the flaws are in my software and not in the software of other people such as the voxel editors and the games?
I don't think you are using the word "dithered" correctly. Personally, I hate dithering so much and I avoid it. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Apr 21, 2014 9:34 pm Post subject:
For your technical terms: I consider the voxelization process subpar compared to the handmade textures-shapes people did. The flaws are not from the software used but more of the principle: quantalization will never be as good as something exactly done with the voxelling limits in mind.
Oh and sometimes 3ds2vxl actually does dither colors, but that's caused by the close brown shades of the default palette (or grey, dependant of the colors themselves). _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
For your technical terms: I consider the voxelization process subpar compared to the handmade textures-shapes people did. The flaws are not from the software used but more of the principle: quantalization will never be as good as something exactly done with the voxelling limits in mind.
Oh and sometimes 3ds2vxl actually does dither colors, but that's caused by the close brown shades of the default palette (or grey, dependant of the colors themselves).
I think you are talking about a problem that occurs with any kind of sampling. Direct pixel or voxel art can be made in such a way that every detail perfectly aligns with pixels or voxels for extremely crisp detail. That perfect alignment is extremely unlikely to happen when things are located at arbitrary positions and sampled at unrelatedly arbitrary interval spacings.
About the dithering, I don't know about that. I'm assuming it could happen due to precision errors. I think most of the time it's happening when the colors are so similar to each other that it is not noticeable. QUICK_EDIT
very nice Fona.
It could use a bit more contrast though. The colors look a bit washed out imo.
Attached an example with a few quick adjustments done in IrfanView (contrast could be now already too strong).
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Tue Apr 22, 2014 12:55 pm Post subject:
The bottom right 6 fonas looks weird and unappealing to me. Rest of it looks very cool and nice. _________________ Mod Leader and founder of World Domination
> So are you going with a more TD style Tiberium and Tiberium tree for Rewire as shown above?
If by "more TD style" you mean better detailed - yes. There is no any concept art of TS era blossom trees so I assumed it same as in TD. I made few types of those for different type of hosts. Thin - for pines trees, for example. Fat one is for baobab or oak, curved for palms maybe.
As for tiberium, is still uncertain which type I like. TD is feels canonic, but TS type have a lot larger crystals, which I also like. It looks.. hm... rich.
As for colors, contrast, opacity, and everything else. Stuff have being carefully balanced. Last time I checked it looked fine comparing to other RW environment. Perhaps it worth editing, perhaps it is not. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
If you are looking for photos to model after, have a look at the surroundings of the old Westwood Studios office in Las Vegas. We were recently visited by an ex-employee of WW in IRC and he told us they added their favorite chicken diner from around the corner into the game http://www.farmbasketchicken.com/loc_wc.htm QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Aug 02, 2014 10:24 am Post subject:
The left is default TS tib, ImP. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Personally with Tiberium I'd rather the pods be much less visible than they are in Tomsons post above. The ones shown by ImP are what I think is ideal.
Edit: Well, not EXACTLY ideal, there should be a bit of pod visible rather than just Tiberium, but nowhere near as much pod as shown in Tomsons examples. Last edited by Aro on Sat Aug 02, 2014 12:53 pm; edited 1 time in total QUICK_EDIT
Am I the only person who doesn't see white on the NOD SAM site? It's grey for me... with red stripes. (monitor calibration perhaps)
Aro wrote:
Personally with Tiberium I'd rather the pods be much less visible than they are in Tomsons post above. The ones shown by ImP are what I think is ideal.
IMO they all look kinda crap, the pod makes it look cartoonish and un-realistic (yeah, I know sci-fi), but Tiberium would look cool if it was bursting out of the earth with some cracks around it, kinda like in Starcraft, except smaller scale of course. QUICK_EDIT
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