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Pre-Release Eiffel Tower
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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Sun Feb 17, 2019 12:54 am    Post subject:  Pre-Release Eiffel Tower Reply with quote  Mark this post and the followings unread

Decided to take another stab at this thing.

Left is the one I made back in... 2012? I think? Right is the new one (work in progress). Original screenshot is included for comparison.

Can somebody please post the full-quality base? I think it's in isotem or isourb. I'm using a Mac, otherwise I'd take care of it, but I don't have parallels installed.

EDIT: Thanks tomsons26lv/TAK02!

EDIT #2: See posts below for latest edits.



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Last edited by Symphonic on Mon Feb 18, 2019 10:00 pm; edited 1 time in total

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Feb 17, 2019 8:03 am    Post subject: Re: Pre-Release Eiffel Tower Reply with quote  Mark this post and the followings unread

Symphonic wrote:
Can somebody please post the full-quality base?

Which base are you reffering to?

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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Feb 17, 2019 8:38 am    Post subject: Reply with quote  Mark this post and the followings unread

The left one looks better with fewer rungs and the higher contrast, the legs need a little fixing, but appears to be a better starting point.

As for the right leg, do a mirror of the left and darken it sufficiently so you get rid of the explosion scarring.

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tomsons26lv
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PostPosted: Sun Feb 17, 2019 9:28 am    Post subject: Re: Pre-Release Eiffel Tower Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Symphonic wrote:
Can somebody please post the full-quality base?

Which base are you reffering to?

paris01.urb

The tower exists in SimCity 3000 too, nearly identical save for the base, so fix that top #Tongue
Can't find the original screenshot but did find it in my psd



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TAK02
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PostPosted: Sun Feb 17, 2019 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Here you go Razz



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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Sun Feb 17, 2019 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
The left one looks better with fewer rungs and the higher contrast, the legs need a little fixing, but appears to be a better starting point.

As for the right leg, do a mirror of the left and darken it sufficiently so you get rid of the explosion scarring.


So the original was actually pretty wonky w/ regard to the top... the real Eiffel Tower has a denser grid (like the one on the right), so I opted to go with accuracy instead of a perfect replica of westwood's inaccurate model.

Probably a decision they made to reduce polygon count and speed up rendering. I'll continue to play around with it, though - something does seem off.

Legs should be easy to fix using the images that Toms posted - thank you Toms!!

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Sun Feb 17, 2019 5:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Resized to base, color correction, legs fixed, first platform fixed.

Some other subtle changes as well. Once again, left is old, right is new.

Thoughts?



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UNSC THE CHILL OF WAR
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Joined: 15 Nov 2017

PostPosted: Sun Feb 17, 2019 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks good
is this going to be public, or is it for your mod?

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Mon Feb 18, 2019 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

It'll be public.

Still have no idea how I'm going to do the damage frames. Pre-release, the Eiffel Tower couldn't be destroyed (to not piss off the French) so when the mission was remade to have you blow it up (instead of just shut it down), they changed it to the "Paris Tower" to avoid any controversy.

Latest revision:

(Again, last revision on the left, new version on the right)



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Symphonic
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PostPosted: Wed Feb 20, 2019 2:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Made a ton of small texture/lighting/per-pixel corrections... I think it's pretty much done.

Did I miss anything?



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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Feb 20, 2019 6:11 am    Post subject: Reply with quote  Mark this post and the followings unread

The platforms need to be darker on the shadow side, and the left half of the front leg needs to be brighter. Otherwise looks ok, though I'd still prefer the less dense upper section.

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Thu Feb 21, 2019 4:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks G-E! I've darkened the shading and brightened the left side of the leg a bit. Let me know what you think.

...

Also made some changes to the second platform's detailing to make it a little bit more accurate to the real thing.

And added some transparency to the legs. On close inspection of the original screenshot, there were transparent sections in the legs... the bright areas you see are actually the ground tiles showing through.

Both images of the preview are the same version - one with a black background and one with a blue background.



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tomsons26lv
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Joined: 30 Dec 2009
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PostPosted: Thu Feb 21, 2019 11:08 am    Post subject: Reply with quote  Mark this post and the followings unread

The inconsistency of the saturation really bugs me
non-saturated, saturated, non-saturated, extremely saturated at bottom

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E1 Elite
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PostPosted: Thu Feb 21, 2019 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

First impression it gives is of a brick chimney at the top, not a mesh.

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Symphonic
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Joined: 06 Jan 2009

PostPosted: Thu Feb 21, 2019 2:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

tomsons26lv wrote:
The inconsistency of the saturation really bugs me
non-saturated, saturated, non-saturated, extremely saturated at bottom


I noticed that, too - I'm probably going to desaturate the whole thing and create a color adjustment layer.

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G-E
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Joined: 09 Feb 2015

PostPosted: Thu Feb 21, 2019 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's the increased density of the rungs, the first version had more gaps showing more shadow areas between. It's not a saturation problem.

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OmegaBolt
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Location: York, England

PostPosted: Thu Feb 21, 2019 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can see bands of softer and deeper red. Looks good though.

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Gangster
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PostPosted: Fri Feb 22, 2019 10:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Thing clearly need to have brightness fixed before any saturation editing.

I made and Hue\Saturation adjastment layer and put Sat to 0 to see inconsistency. Then had edited lighting on underneath layers. Then toggled off H\S.



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Symphonic
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PostPosted: Sun Feb 24, 2019 12:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the help, Gangster. You're a rockstar! Looks much better now. I've added your changes to my file.

Went back and tweaked the colors using the color range selector to remove stray green, blue, purple, and deep red pixels.

Almost there!



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4StarGeneral
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PostPosted: Sun Feb 24, 2019 3:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Fixed the explosion lighting on the sun-facing bottom arch so it doesn't look cut in the center.



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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Feb 24, 2019 9:21 am    Post subject: Reply with quote  Mark this post and the followings unread

A smaller scale replica in China for reference.



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PussyPus
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PostPosted: Sun Feb 24, 2019 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
A smaller scale replica in China for reference.


Is this really in China?

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Virgil
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Joined: 22 Jul 2018

PostPosted: Sun Feb 24, 2019 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Searched for it and found one, a replica in Hangzhou. They had planned to put the whole area around the tower there, but the construction is suspended and that's how it looks now. People are growing vegetables around there.

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Mon Feb 25, 2019 3:16 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Fixed the explosion lighting on the sun-facing bottom arch so it doesn't look cut in the center.


Good catch 4Star, thanks for spotting and fixing that.

Y'all think it's worthwhile to make a damage frame for this thing?

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TAK02
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PostPosted: Mon Feb 25, 2019 4:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Symphonic wrote:
Y'all think it's worthwhile to make a damage frame for this thing?

If this thing has no damage frames, chances of anyone using it are down below 0.
In other words, then you might just as well make it a private asset.

Then again, someone who can do Photoshop might take a go at it and finish the job.

But doesn't it feel bad if you leave things half-way done only?

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4StarGeneral
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PostPosted: Mon Feb 25, 2019 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nah, people will still use things without a damage frame, invincible or not. Damage frame is a lot of work, but if you think it's manageable for your free time, why not?

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OmegaBolt
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PostPosted: Tue Feb 26, 2019 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd only use it if it had a damage frame. Or rather, I'd make my own before using it, but it wouldn't look as good. Wink

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E1 Elite
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PostPosted: Tue Feb 26, 2019 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

My few minutes at darkening the top.



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Lin Kuei Ominae
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PostPosted: Tue Feb 26, 2019 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
My few minutes at darkening the top.

best version so far.
Especially since it now also improves/fixes the lighting. Previously the shadowed side was too dark compared to the sunlit side.
And the bottom diagonal part that faces directly the sun is also the brightest.
The colors also match better the bottom part.

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cxtian39
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PostPosted: Tue Feb 26, 2019 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Really, don't see much different between these fixes

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Gangster
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PostPosted: Wed Feb 27, 2019 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
My few minutes at darkening the top.


Shifted Hue\Sat from "red" to "birck"
.. sorry



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E1 Elite
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PostPosted: Wed Feb 27, 2019 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Gangster: No need to say sorry. After posting it, I also felt that the top had little more saturation and somewhat more blue/magenta tint, but I couldn't spare more time. With your's it is almost there, maybe the saturation can be increased a bit for the top.

@LKO: Thanks for the appreciation.

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Gangster
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PostPosted: Wed Feb 27, 2019 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Come with guideline for shadow



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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Thu Feb 28, 2019 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 - good catch. Top definitely needed darkening. But it turned out a little too dark.

I took Gangster's edited version, and overlayed with 75% opacity and a few manual per-pixel tweaks.

Also tweaked Gangster's shadow and aliased the edges.

You guys are awesomeExclamation I thought I was a perfectionist, but y'all have really kicked things to the next level.



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G-E
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Joined: 09 Feb 2015

PostPosted: Thu Feb 28, 2019 8:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shadow direction isn't quite right (for RA2)... length might be a bit on the high side too.

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Symphonic
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Joined: 06 Jan 2009

PostPosted: Fri Mar 01, 2019 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Shadow direction isn't quite right (for RA2)... length might be a bit on the high side too.


Not sure about the direction, but the length is appropriate given the longer shadows (lower sun angle) from the early builds of the game.

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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Mar 01, 2019 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

The early shadow direction was like TS, with the cell grid, so you are right... I'm just questioning the usefulness of making the shadows wrong for RA2?

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