I liked where this thread was going until Aro and Crimsonum went and sprayed tiberium jizz all over the place. Regardless, I like the work I see. Very nicely done and very well presented. Really, really enjoying this already. I'd love to see more. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
I will find you, and I will kill you if they aren't released in some way.
All in good time
We've been a bit quiet the past few days but not to worry as we have still been busy working on more! :3
First up is the new road set.
My aim is to make this the most customizable road set created, allowing any aspect to be swapped out for what ever you like.
Want a different kerb style? You got it, want to make the road wider (as above) go for it! Everything can be changed.
Currently there are already a few hundred tiles in the roads build set and counting, so i'd like to ask if there is anything anyone would like to be included let me know and ill get onto it.
Hopefully there will be another update tomorrow showing what else has been worked on.
Enjoy! :3 _________________
Silly taco fumbling unicorns nocturnally launch basketballs, Hell March. Last edited by !DarkRose on Wed Jul 24, 2013 12:15 am; edited 2 times in total QUICK_EDIT
Ah, I thought this topic was dead... Good to see you two are back!
That road looks nice. _________________ You can call me Dark or Glace/Glaceon if my name is annoying to type.
Strangely enough, that last screenshot - of the roads - gave me an eerie flashback to the old Syndicate: Plus game... Now that would be an interesting mod to see done. _________________ Adapt or die QUICK_EDIT
Yes Impressive, but I fear you're balancing on the edge of the uncanny valley & to stop yourself from falling in you need to redo nearly all the artwork in the game to fit this new size scale. _________________
Hmm? This road size (and note it's twice as thick) seems more realistic to me for any big city, especially American. I'm not sure what feels off about the scale. QUICK_EDIT
The scale of the road is fine, great in fact. But what about everything else already in the game, the tower block at the top of the pic looks even more stupidly small now & those cars look big enough to crush most RA2 tanks etc.
If the plan is to redo the whole game in a similar scale then yay! If not I think RA2's wacky scaling is just gonna detract from all the good stuff they have made. _________________
The scale of the road is fine, great in fact. But what about everything else already in the game, the tower block at the top of the pic looks even more stupidly small now & those cars look big enough to crush most RA2 tanks etc.
If the plan is to redo the whole game in a similar scale then yay! If not I think RA2's wacky scaling is just gonna detract from all the good stuff they have made.
Only problem with that I've found is that WW was bad at building foundations. A resized RA2 would never fit.
I'm not saying I don't want this. Because I do. Minus the manhole cover, these roads and vehicles are quite well done.
Request: 3 and 4 lane highways! Also, resized and newer street lights. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Hard to tell from here, but it looks like they're to scale with the roads, nice work! _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Operated by a crew of two the Gatling LAC (Light Armoured Car) appears to be based on the South African Eland Mk7 (which was in turn descended from the French Panhard AML) most likely purchased via the black market and retrofitted for use by Yuri’s forces. Its custom built turret is armed with twin tri-barrelled gatling guns, that are effective against low flying aircraft, infantry and other lightly armoured vehicles (once the rotary cannons have spun up enough that is).
Great voxel Erastus. You've managed to make a stupid looking unit look fucking awesome. I never thought I'd say that a Yuri unit looks good. Fantastic job. QUICK_EDIT
You should put some alpha images on those light posts there!
Already been working on those, in between finishing the buildup for the beta style allied conyard.
What ive got so far.
Enjoy! :3
ErastusMercy wrote:
Gatling LAC:
Also Erastus, seriously awesome work on what has got to be the best Gatling LAC made so far. . .definately something to be proud of that! MOAR! _________________
That "R" in Cars is bugging the hell out of me for some reason. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Nice work there guys. Even if the clean big style is not my taste, it's still excellent quality. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Well to be honest, this is really the scale that this game engine was made for, cell size and whatnot. Heck, infantry even look somewhat to scale beside these new roads. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
If you aim for some kind of simcity with only civil cars then yes, but since it's a strategy game with mostly tanks, which again are like 2.5 to 4 times bigger than civil cars,
the focus should be kept on those units and not the eye candy around them.
So right now you either end up having tiny looking tanks when they have the same size as the civil cars and match inside a cell,
or you have the ugly overlapping issue of huge tanks which go far beyond the cell border.
I also prefer having the rather insignificant eye-candy stuff quite small, as then the important units are not only better in scale, but also look much more impressive (you know, big unit among small ones). It also allows to create later some really massive looking units, without making them actually that big.
(like the RA2 ships which look small/medium even if they have a length of 255 voxel, while in TS a 255 voxel long unit looks huge) _________________ SHP Artist of Twisted Insurrection: Nod buildings
So you're saying you prefer a one-cell tank than the overlapping issue? Unfortunately as you already know, that's unfixable. For now. Most people just live with it. It's not really a game breaking issue. Not really as fugly as it is. You don't even play YR, why bother. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Well, it's a difference when i see how projects completely start from scratch and repeat the same "mistakes" as WW. (mistakes=things which I dislike about RA2. I know many like the cartoonish stuff and don't see it as a mistake) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Frankly, I don't see the overlapping problem as an issue, the same problem occurs in all the 3D versions of C&C and everywhere else. It's gonna happen, there's no stopping it, so why care? Besides, this fixes the fact that cars weren't even able to go in a single lane of road. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Yup toy cars for the kids while the parents buy the real ones outside
Regarding the scale of everything it will be fine, we already have better scale of things compared to what WW had and were always working to make it even better. . .though it probably doesn't help having 7 cell wide highway roads in a city xD
Street sized roads which and 3 cells would be much better as in this quick ingame which also shows 2 and 1 cell sized roads.
Also up next, the finished Allied Construction Yard Buildup _________________
Nice to see the gas station chopped up - what did you do with the main building?
Slightly edited and extended the roof, removed the base and took out the pump and sign. A few other edits to shitey pixels as well.
Has custom foundation so that vehicles can pass underneath roof section.
vs.
Also Allied Construction Yard Buildup and final image completed, As well as an updated Allied Barracks buildup and image.
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