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Tiberian Sun Graphic Enhancement Mods
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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Fri Apr 17, 2009 6:08 am    Post subject:  Tiberian Sun Graphic Enhancement Mods
Subject description: Just a thought
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I know, I'm on a roll. Sad

But I thought that as a sort of community bonding project, we could all pitch in to make a huge graphic enhancement modification that takes the vanilla assets and remasters them, making them up to par with the stuff our fantastic mod teams are pumping out. I think that once we find a common ground, we could come together more as a community. I don't know how we'd go about this, and I would love it if it somehow came into fruition. Just am optimistic idea, I suppose.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Apr 17, 2009 6:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Not just the voxels, but terrain, SHPs, everything?

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Fri Apr 17, 2009 6:49 am    Post subject: Reply with quote  Mark this post and the followings unread

To be debated I suppose. The Building and Voxels are a definite. Many people don't want to make their stuff at West Wood quality, and I agree with them. I've been doing this for TS:AE. But I no longer want to. So I thought about my Remaster project, and I thought that it would be a good community bonding project, if executed properly.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Apr 17, 2009 6:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't drop TS:AE, maybe you should just finish it and begin a fresh thing, or leave AE for a rainy day Smile.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Fri Apr 17, 2009 7:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Well...I considered this while working on TS:AE. I could produce WW quality work, but its not satisfying. I want something that is truly good work, and the shody graphics of TS really make it become an eye sore, all those grays and dull shades, and the lack of consistency with somethings. Like I said, just a suggestion. I know for a fact I couldn't tackle this project alone.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Apr 17, 2009 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I've been working on a graphical enhancement project for TS for a while now, so unless this indeed becomes a community project, I could give you all the stuff I make, Regulus.

Atm all I have are modified INI files and some voxels. Infantry recolour is no problem at all.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Fri Apr 17, 2009 11:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

IDK. I got in the mood last night and remade the Amphibious APC again. I'll post it here.

*Image Deleted*
*See Below for more recent update*

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Last edited by Regulus on Sat Apr 18, 2009 7:17 pm; edited 1 time in total

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Apr 18, 2009 5:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Well, I've been working on a graphical enhancement project for TS for a while now, so unless this indeed becomes a community project, I could give you all the stuff I make, Regulus.


Likewise. I've made plenty of stuff that you could find useful, from terrain to map re-makes. If this is actually going to get somewhere then I'll donate the things I've made for my own TS remake mod, but I'm not going to be making anything new for it as I don't have the time and I don't really want to comit to any other projects, TI and HW come first.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Apr 18, 2009 5:57 am    Post subject: Reply with quote  Mark this post and the followings unread

There's some annoying black areas in that APC, and it's kind of short Confused

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sat Apr 18, 2009 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Here is a second version I did after redoing the normals and reviewing the cutscene renders of the APC. Black dots due to normals should be gone now.

*Image Deleted*
*See Below for more recent update*

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Last edited by Regulus on Sat Apr 18, 2009 7:17 pm; edited 2 times in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Apr 18, 2009 7:11 am    Post subject: Reply with quote  Mark this post and the followings unread

The Gif doesn't play Razz

I'll give the APC a try myself. I made one a long time ago, but it has been lost.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sat Apr 18, 2009 7:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Fixed GIF. I don't know how to change the resolution of my screen shots. Everything looks tiny in my game, even stock stuff. The AAPC is 40 voxels long.

Last edited by Regulus on Sat Apr 18, 2009 7:17 am; edited 1 time in total

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Apr 18, 2009 7:17 am    Post subject: Reply with quote  Mark this post and the followings unread

It does look a little short - widen the distance between the two back wheels, imo
(I could do it for you, if you want Smile)

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Apr 18, 2009 7:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:

I'll give the APC a try myself. I made one a long time ago, but it has been lost


I've still got it, along with all your other ones. I'll send them to you once I get home.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Apr 18, 2009 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok, but I still want to make one from scratch. That one was just some edit done on the original, IIRC.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sat Apr 18, 2009 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

With a little input from Crimsonum, we come to this version.

*Image Deleted*
*See Below for more recent update*

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Last edited by Regulus on Sat Apr 18, 2009 7:18 pm; edited 1 time in total

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sat Apr 18, 2009 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I've remade almost every Westwood voxel myself.. The problem with a Mod of this scale is ensuring that all the graphics conform to roughly the same style.

There is already a Mod that does a similar thing: Tiberian Sun Pro. Its graphical quality isn't up to modern standards though.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sat Apr 18, 2009 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is the VERY latest version of my AAPC, with constructive criticism provided by Crimsonum



APC.PNG
 Description:
Ingame
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APC.PNG



APC.gif
 Description:
Compare Shot of
Right: Westwood Version
Middle: Latest Version
Left: My Old Version
 Filesize:  816.33 KB
 Viewed:  35666 Time(s)

APC.gif



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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sat Apr 18, 2009 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Loving it.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Apr 18, 2009 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

That latest one is sexy.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sat Apr 18, 2009 9:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Messing around, I had an idea.

I animated the wheels of the APC

and it looks fantastic...at certain angles.

Some angles, particularly southeast, or east, which ever one. \ < that way
the frames jump like the whole apc is moving in the .hva animation, but clearly its not. Anyone have any ideas as to why this is?



APC_001.gif
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APC_001.gif



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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Apr 18, 2009 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

does it in my diesel sub too... Dunno why...

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Apr 18, 2009 11:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Same as my Subterranean APC with spinning drills. Silly thing... and I haven't a clue either Confused

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sun Apr 19, 2009 2:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I love your voxelling style.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sun Apr 19, 2009 5:41 am    Post subject: Reply with quote  Mark this post and the followings unread

I think for my next remaster I'm doing the Disruptor. I need to know scale though...

Any ideas?

Here is the old ass one. It's not very good, especially by my new current standard. Actually it looks like shit. Pardon my french.

Anyway. I am hesitant to make the thing too large, as it will have huge overlap issues. But if no one cares I suppose I don't either.

I think the bounds for the disruptor chassis should be

x= 27
y= 19
z= 47

And here is a reference pic, the only one, iirc.
http://www.cybergooch.com/images/tibsunarchive/DisruptorHi_res.jpg



Disruptor.gif
 Description:
Oh, that's embarrassing. It's even shittyer than the TS:AE voxels, and their MENT to be somewhat shitty, as to blend in with westwood's work.
 Filesize:  599.79 KB
 Viewed:  35586 Time(s)

Disruptor.gif



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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Apr 19, 2009 6:13 am    Post subject: Reply with quote  Mark this post and the followings unread

IMO, it needs to be pretty big - it's one of GDI's more daunting units, after all.
I'd say:
X=29
Y=21
Z=50 (or close to 50)
I haven't actually tested that sizing out in TS, but slightly larger than the average vehicle would be good, and because it has two sets of tracks the Mammoth Tank wouldn't be a bad reference for scaling.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Apr 19, 2009 6:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Anyway. I am hesitant to make the thing too large, as it will have huge overlap issues. But if no one cares I suppose I don't either.


We know it's a problem, but you'll have a slight restriction if you wish to keep all voxel unit lengths below 42 (a cell's width is somewhat 40 voxels) #Tongue

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Apr 19, 2009 6:20 am    Post subject: Reply with quote  Mark this post and the followings unread

As Far as I know, 60 is withing the selection box - The TO Devil's Tongue uses a length of 60 and is still in the box.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Apr 19, 2009 6:21 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah, but if you place the units in a line, they will overlap.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Apr 19, 2009 6:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Which is sort of annoying, but not quite annoying enough to justify tiny units #Tongue

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sun Apr 19, 2009 10:28 am    Post subject: Reply with quote  Mark this post and the followings unread

*Info Obsolete*

*Image Deleted*

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Last edited by Regulus on Sun Apr 19, 2009 12:28 pm; edited 1 time in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Apr 19, 2009 10:42 am    Post subject: Reply with quote  Mark this post and the followings unread

The proportions are way off Razz Looks like a chibi Disruptor :3 (although it's not that....small...)

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sun Apr 19, 2009 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

What bout now?

*image deleted*

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Last edited by Regulus on Sun Apr 19, 2009 12:28 pm; edited 1 time in total

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sun Apr 19, 2009 11:06 am    Post subject: Reply with quote  Mark this post and the followings unread

It seems to be very tall. All depends on what it looks like with the turret.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sun Apr 19, 2009 11:21 am    Post subject: Reply with quote  Mark this post and the followings unread

again!

oh. and its huge.



ingame.PNG
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ingame.PNG



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Last edited by Regulus on Sun Apr 19, 2009 12:27 pm; edited 1 time in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Apr 19, 2009 11:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Too short & too tall.



(note that the image is mirrored)

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sun Apr 19, 2009 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread

I prefer using the other hi def render, using the light to reference 1 voxel. Mostly because its... more recent?, The top view is the shitastic cameo render.



Disruptor.PNG
 Description:
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Disruptor.PNG



Disruptor.PNG
 Description:
 Filesize:  14.23 KB
 Viewed:  35501 Time(s)

Disruptor.PNG



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Apr 19, 2009 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

I need to ask Aro if he still has that old Disruptor I made from scratch...it was pretty accurate.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Apr 19, 2009 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I do. Want me to send it to you?

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sun Apr 19, 2009 2:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Increased the length again, its now at 59z



Disruptor.PNG
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Disruptor.PNG



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Apr 19, 2009 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
I do. Want me to send it to you?


Please do so, I want to take a look at my old skillz Razz (and maybe the rest of my old stuff too)

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Sun Apr 19, 2009 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your APC beats the Sh@t out of WW, the disruptor looks good, it'd look better with the dish.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Apr 19, 2009 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

No! He'll never do the dish! NEVER!!!

Rolling Eyes

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Apr 19, 2009 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

That Disruptor looks beautifully, amazing.
You're not secretly Chinese, are you? #Tongue

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sun Apr 19, 2009 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is the picture with the turret ingame.

Choose Letter
Fill in the blank

A: Its too __________ .

B. It needs _________ .



Disruptor.PNG
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Disruptor.PNG



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Boogiewoo0
Missile Trooper


Joined: 24 Dec 2008

PostPosted: Sun Apr 19, 2009 11:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's too awesome

It needs target practice

(although more detail couldn't hurt)

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Apr 20, 2009 1:43 am    Post subject: Reply with quote  Mark this post and the followings unread

It's too far backwards

it needs less ass

Or maybe the back trackset needs to be moved a couple of voxels further backwards.

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Mon Apr 20, 2009 2:12 am    Post subject: Reply with quote  Mark this post and the followings unread

It's too plain

it needs remap ingame

This, specially in the case of the APC, it looks really plain. The remap colors blend too much.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Mon Apr 20, 2009 5:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:

It's too far backwards

it needs less ass



Lol, everyone else was telling me it was too short.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Mon Apr 20, 2009 5:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Here is a shortened version... with less ass.



Disruptor.PNG
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Disruptor.PNG



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