If someone wanted to make the Soviets look like a Mario-style faction those might be nice. Otherwise... wtf. _________________ Discord: princess_marisa
Steam QUICK_EDIT
2-the power and the barrack's AND THE AIRPAD which is not in the pic _________________
the only one around here that i'd like to call big brother is LKO QUICK_EDIT
If someone wanted to make the Soviets look like a Mario-style faction those might be nice. Otherwise... wtf.
I agree, plus you are missing a piece on the front part of power plant, the 2 vehicles like definition and the war factory center area needs color not grey.
superluigi949 wrote:
nice comment,in a two exception's
Quote:
Otherwise... wtf.
2-the power and the barrack's AND THE AIRPAD which is not in the pic
You can't expect people to like something that is in NO way connected to Command & Conquer. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
i say you forget about the old times and flip open a new page headlined <SUPER>luigi 3dsmax or smthng like that
which one do you think is the best?
i'd say the two gun's _________________
the only one around here that i'd like to call big brother is LKO QUICK_EDIT
And secret I'd like to see you do something for once instead of telling people their models suck. I haven't seen any great examples of your "extensive 3D knowledge". QUICK_EDIT
@Nikademis Von Hisson [quote] the 2 vehicles like definition[/unquote] these thing's aren't in the pack so there isn't a definition about them(tesla tank + Assault APC
@tony yes i do,need a link?
@untrue:the tank's suck actually and that's why they arent in the pack,because the tesla one dosen't look like a tesla one
(i can tell that you guy's are wondering if there is even a tesla tank in the pick)and the bunker dosen't look like a widow or something(the fat tank-the upper sided one)
by the by who of you guy's downloaded the pack?,they are actually animated nicely.
@LKO,where are you? _________________
the only one around here that i'd like to call big brother is LKO QUICK_EDIT
I'm sorry. My Internet PC broke and i have only infrequent access to the www.
I just downloaded the pack and agree with Crimsonum, that the textures need to be better.
The animations and models are indeed ok, but also not great.
Here's the list of things that you could improve:
1. the buildup anims use only scale, rotate and a move anim on the whole building. Only the warfactory seems to have a bit more elaborate anim, though it could be still better. Let slowly each part of the building appear instead of the whole building at once. e.g. let a chimney, door, small sidebuilding and other small doodads appear in the last frames and let them build one after the other.
e.g. on the warfactory is this block with the 2 chimneys. let first the block raise slowly from the ground (no rotation as this looks unrealistic) and then let the chimneys raise out of the block after the block is finish.
Separate the buildup of each buildingpart into smaller steps and begin with more solid inner structures.
2. remove/avoid blank frames like the first 3 on the warfactory buildup
3. use antialiasing when you render the models. They look very pixelated right now
4. use better textures. Don't use plain coloring on any surface. Give even the remap some kind of texture. Also don't use simple checkerboard textures with only 2 plain colors.
5. the damage frame needs a lot more work. really damage the buildings instead of only tilting a bit some of the very big parts. you have to remove parts, e.g. using the boolean compound object to remove a sphere from a a part of the building to give the building there some kind of crater. Then texture the removed part in a much darker shade to give it some kind of scorch marks. You can also use a strong bumpmap to add visible cracks to the surface.
6. the activeanims need more work. the turrets are ok, but the normal building could get way more elaborate anims. Also don't remove the part of the activeanim in the normal building (e.g. don't make the black circle in powerplant or the black ramp on the refinery). Ingame you can use the zadjust key to make the game render the activeanim above the building.
7. reduce the size of the SHPs. use the sizes like the vanilla TS/RA2 buildings: 48x48pixel, 96x96pixel, 144x144, 192x192 etc so they don't have much unused space.
Right now i would give the pack the following rating (1 bad - 10 perfect)
Animations: 4 (they aren't much and if present not every elaborate)
Models: 6 (they are a good start and with the right textures they could be good enough too; e.g. i would give my own TI buildings only an 8 too. A 10 would be for photo realistic work with really many details)
Textures: 4 (they are a good start, but proportions are wrong (e.g. too big bricks on the wf) and they also could have way more details)
All in all i would give the pack a 6 to 6.5 from 10, since the buildings are finish and ready to use. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Tue Nov 02, 2010 11:27 pm Post subject:
Damaged frames usually take more than a clean render. It usually looks better to add scorch marks and damaged edges after rendering, than putting them in the model and textures. It's usually easier, too. _________________ QUICK_EDIT
_________________
the only one around here that i'd like to call big brother is LKO Last edited by superluigi949 on Wed Nov 03, 2010 3:44 pm; edited 1 time in total QUICK_EDIT
Add the key ActiveAnimZAdjust= to the art.ini section. Values of -25, -50 or -75 should be enough to make the activeanim rendered over the building. _________________ SHP Artist of Twisted Insurrection: Nod buildings
by the way,the airpad alone,what do you think should be improved? _________________
the only one around here that i'd like to call big brother is LKO QUICK_EDIT
is the airpad in the pic?? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Wed Nov 03, 2010 8:08 pm Post subject:
LKO: In my opinion it's way easier to just make sure all anim SHPs have the same frame size as the building SHP. That way it's all positioned correctly without needing any adjustments. And it doesn't make the SHP file any larger. _________________ QUICK_EDIT
i didn't said to give the anims a smaller size. i said to give all shps a smaller size.
There's no need for the turret to be 326x185pixel while 48x48 or 96x96 would be enough too.
Nearly all SHPs could have a 200 pixel smaller width.
And yes, the SHP compression doesn't makes the files bigger, but i doubt that the engines memory management uses the compression too when rendering the shp ingame. Thus it is better to use a smaller size if possible to save memory. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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