Posted: Wed Sep 02, 2009 10:48 am Post subject:
YR: Graphical Optimization
This was a small project I started for two friends so we'd have a mod to play that looked good yet kept the standard gameplay (we had an anti-mod, so this was the best compromise). However, things happened, and the mod never fulfilled this role. However, this mod has fulfilled its role as a small project I could work on with no real worry about professionalism or creativity.
YR: Graphical Optimization, or Opt for short, was designed to be pretty. I tried to keep my best interests for the public assets. There are very few private assets (the only one I can think of is the Flak Track). I released another version about a week later, adding in game modes, enhancing the AI more from the original AI made by Fen, and some maps to play the maps on.
This was something fun, and a change of pace from all the work-heavy mods I have planned or am working on.
The AI has been improved. Here, you see it about to devastate half my base. Be forwarned.
My base, inb4 colonization of the middle. You can see some stuff under production. This was mainly just a terrain shot, though.
My attack upon the AI base. I disabled a good section of the base with the V3s and the Boris, but I brought in Apocalypse Tanks later to seal the deal.
Here you see the AI preparing to run an attack on my base. You also see the glorious desert terrain.
A good shot of the enemy base, right before they used a Gap Generator.
Robot Tanks, Grizzlys, Tank Destroyers, and Prism Tanks. Sorry guys, no Mirage Tanks for me. :p
ARMAGEDDON AI! Designed to overwhelm even the most skilled of players.
Destroying one skilled player with ease.
Circling in for the kill. One is near impossible, 3 are untouchable.
If there are any bugs, let me know. Also; if you bother to play this, enjoy it. Some actual effort from me was put into getting this together.
The graphical improvement is really impressive. Much better than the ugly cartoonish original stuff.
Though the desert/temperate cliffs could have some better lighting and shading to give a better feeling of depth.
All in all a really good job.
When azri_apoc has finally released his voxel pack, you really should consider to use some of them to replace the remaining ugly original units. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Oh wow, I love the new terrain, the only problem I see are the cliffs, they look like...well, transparent :S _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
I think there's a wrong tile in the "ARMAGEDDON AI! Designed to overwhelm even the most skilled of players" pic. The path one.
It's (somewhat obviously) because MadHQ's terrain is not finished. Applies to both desert and temperate sets. Things that are missing are dirt roads (in temperate there's some but not complete), few pavement tiles, those stepping-stone water bridge things, and I think (not sure) that tunnel entrance graphics are also missing..
Apart from incomplete terrain, I guess the mod looks ok'ish (judging from screenshots only) even if a bit generic, though considering that aim of the mod is apparently only to graphically and gameplay-wise enhance original game, your options for original content are somewhat limited. QUICK_EDIT
M7... Dirt Roads are a LOT of work, you'll have to wait til winter when Aro is more bored for him to have that amount of time... _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
This probably isn't the best idea, but as a no eyesore placeholder he could just paste the clear tiles into the dirt roads for each theater. QUICK_EDIT
@Deformat: It's here in the spotlighted SHP forum. M1A1 Abram's voxel. :p
@Albrecht: I know It'd be tons upon tons of work.
@Tony: I'm just gonna hold my ground and see where it goes.
And, for the goodies. I've brought all of this to Opt's 1.2 release:
Current to-do list:
;replacement voxels
New Rhino voxel (Holy_Master's T90)
New Mirage voxel (edited Stingerrr's Mirage) (done)
New IFV (Daz prerelease chassis) (done)
New Harrier (ArgCmdr's A6E Intruder) (done)
New Black Eagle (MiG Eater's F-23 Black Widow) (done)
New V3 (Edited V3 from XAW, by ConMan) (done)
New Patriot Missile turret (Conman's XAW asset) (done)
;weapons
Resized V3TRAILER and new SUBT for missiles (done)
New piff, piffpifff animations (factionmk pack) (done)
;etc
Fix my laziness from Survival and Sole Survivor game modes (forgot maps/game mode INIs) (done)
Loading screens (done) Last edited by m7 on Fri Sep 04, 2009 12:00 am; edited 1 time in total QUICK_EDIT
Except for that Lefthand's screens are overused, busy, and lack the RA2 feel. These fit in YR well, they keep original proportions, and are an ease to eyes. Allied loaders from Lefthand are incredibly bright. And he lacks a suitable 'Yuri Island'.
I'm using mine. If I wanted to use something busy I'd have stuck a gridded world map in the background. Added some more linking lines, and done a text box. Not saying that busy is bad, but these are supposed to be simplistic. They fit in the game well.
I'd like to see Aro or Deformat create loaders that fit in with stock YR. :p QUICK_EDIT
Loadscreens should not have the mona lisa on, these are tghe parts where you adjust your seat and stretch your hands before the game starts... _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
I'm bumping my thread with the final announcement.
OPT 1.2 FINAL IS RELEASED!
This is the final release of the mod. I've lost interest in needing anything else. It feels complete, and I'm releasing it as a finished product. If there are any outstanding bugs, I'll release a 1.3. But until then? Enjoy.
Thanks for the support that I got from everyone. QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum