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YR: Graphical Optimization
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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Sep 02, 2009 10:48 am    Post subject:  YR: Graphical Optimization Reply with quote  Mark this post and the followings unread

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 readme and credits were both small files, so they were merged together here. One can read it --> http://freedomstudios.net/mods/incursion/Optimization%20Files/readme%20and%20credits.txt <-- there.

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.

Downloads are right...
EXE: http://freedomstudios.net/mods/incursion/Optimization%20Files/yropt.exe
RAR: http://freedomstudios.net/mods/incursion/Optimization%20Files/yropt.rar

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Sep 02, 2009 11:24 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Sep 02, 2009 11:47 am    Post subject: Reply with quote  Mark this post and the followings unread

You could have at least replaced the missiles too. #Tongue

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inzane krazy
General


Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Wed Sep 02, 2009 11:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh wow, I love the new terrain, the only problem I see are the cliffs, they look like...well, transparent :S

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AltomareXD
General


Joined: 22 May 2008

PostPosted: Wed Sep 02, 2009 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

I think there's a wrong tile in the "ARMAGEDDON AI! Designed to overwhelm even the most skilled of players" pic. The path one.

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ShadowStar
Vehicle Driver


Joined: 14 Mar 2008

PostPosted: Wed Sep 02, 2009 12:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

AltomareXD wrote:
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.

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ConMan
Tiberian Beast


Joined: 16 Dec 2008
Location: Toronto, Canada

PostPosted: Wed Sep 02, 2009 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

You might want to replace all missile trails with smokey2 as well

All in all, nice job Wink

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Sep 02, 2009 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

@LKO: Thanks a lot, man. It means a lot from someone of a higher caliber in the community. Very Happy

@Bolt, ConMan: I want to replace those since it's been mentioned. Anyone up for some ideas?

@ShadowStar: If I could get Aro to finish the dirt roads, we'd have a start towards the complete terrain. He's promised me once he'd do it.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Thu Sep 03, 2009 8:50 am    Post subject: Reply with quote  Mark this post and the followings unread

That Rhino I see!Where did you got it from?

I've been searching for that Rhino for quite a while.

Anyways,stuff looks really nice after what I see.

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Lt Albrecht
Defense Minister


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

PostPosted: Thu Sep 03, 2009 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

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...

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Thu Sep 03, 2009 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu Sep 03, 2009 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

@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

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu Sep 03, 2009 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Updates!

Adding these into Opt 1.2. I decided I disliked Yuri's loader, which spawned...







...new skirmish loading screens if you missed it. Input and feedback is always appreciated.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Sep 04, 2009 1:56 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not fond of them, they seem to empty and plain.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Sep 04, 2009 2:22 am    Post subject: Reply with quote  Mark this post and the followings unread

They're simple and allow for text and players. All they need to do.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Fri Sep 04, 2009 5:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Better try looking after Lefthand's loadingscreens.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Sep 04, 2009 11:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I agree with Deformat actually, you should use Lefthand's loaders, they're excellent.

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AltomareXD
General


Joined: 22 May 2008

PostPosted: Fri Sep 04, 2009 11:24 am    Post subject: Reply with quote  Mark this post and the followings unread

They're buried, somewhere here.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri Sep 04, 2009 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dunno. I like the simplicity. I like Lefthand's work but they're really busy at times and it can be quite distracting.

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ConMan
Tiberian Beast


Joined: 16 Dec 2008
Location: Toronto, Canada

PostPosted: Fri Sep 04, 2009 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree with DTX. Load screens to are sort of like a grace period before the mayhem starts #Tongue

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Fri Sep 04, 2009 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Still,this is a graphic improvement project.

This means that it will be made to look better.

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ConMan
Tiberian Beast


Joined: 16 Dec 2008
Location: Toronto, Canada

PostPosted: Fri Sep 04, 2009 4:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well then that depends on what your definition of looking better is.

In this case, the simplicity of loading screens appeals to me.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Sep 04, 2009 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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Lt Albrecht
Defense Minister


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

PostPosted: Fri Sep 04, 2009 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

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...

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Sep 04, 2009 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I'd like to see Aro or Deformat create loaders that fit in with stock YR. :p


Don't tempt me, you know I'm more than capable. #Tongue

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Sep 04, 2009 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do it. I don't think you can.

You do it and I'll release mine to the public. And I'll use yours. :p

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Sep 04, 2009 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fine, I'll give it a shot tonight.
This was your master plan from the start, wasn't it? :p

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri Sep 04, 2009 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

He is easily more than capable. Look at my RA X loaders. #Tongue

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Sep 04, 2009 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

But the RAX loading screens dont suit YR, which was modder's challenge. #Tongue

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Sep 04, 2009 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you're going to do them, do three sides and give me .psds with nice layers.

@DTX: Your RA X loaders are busy and gridded from here to Stalingrad. :p

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri Sep 04, 2009 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

But they look damn good. Don't deny it. #Tongue

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Sep 04, 2009 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Look good, but not YRish. I'm in need of YRish ones. :p

A slightly bit more ontopic, I'm very close to a 1.2 release of Opt. I expect it to be the last release of Opt until Ares becomes public.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Tue Sep 08, 2009 8:16 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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