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Building Pack
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superluigi949
Grenadier


Joined: 03 Oct 2009

PostPosted: Sat Oct 30, 2010 5:27 pm    Post subject:  Building Pack Reply with quote  Mark this post and the followings unread

I don't know anyone better than LKO to ask this question,you know,how good do you think this pack is?

Contain's:
Power Plant
Refinery
Barracks
Warfactory
Airpad
Tesla Gun
AA Gun battery



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FurryQueen
General


Also Known As: Fen
Joined: 24 Jul 2010

PostPosted: Sat Oct 30, 2010 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

If someone wanted to make the Soviets look like a Mario-style faction those might be nice. Otherwise... wtf.

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superluigi949
Grenadier


Joined: 03 Oct 2009

PostPosted: Sat Oct 30, 2010 5:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Oct 30, 2010 6:28 pm    Post subject: BP Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
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.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Oct 30, 2010 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Surprisingly good.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Oct 30, 2010 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

they're actually not that bad, kind of remind me of Dafools style, ya know the cartoony look

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Cyclone Loong
Medic


Joined: 06 Feb 2009

PostPosted: Sun Oct 31, 2010 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Awesome~

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superluigi949
Grenadier


Joined: 03 Oct 2009

PostPosted: Sun Oct 31, 2010 11:20 am    Post subject: Reply with quote  Mark this post and the followings unread

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

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Oct 31, 2010 11:22 am    Post subject: Reply with quote  Mark this post and the followings unread

They aren't bad models, only the textures...

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Sun Oct 31, 2010 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
They aren't bad models, only the textures...


Actually, FIY, both are screwed up.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Oct 31, 2010 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Models ain't bad, just need better textures.

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".

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sun Oct 31, 2010 4:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
They aren't bad models, only the textures...
I have to agree, do you have the models superluigi?

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Untrue
Jumpjet Infantry


Joined: 16 Sep 2010

PostPosted: Mon Nov 01, 2010 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

They look fine but those tanks are cool. Very Happy

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superluigi949
Grenadier


Joined: 03 Oct 2009

PostPosted: Tue Nov 02, 2010 5:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

@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?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 02, 2010 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Tue Nov 02, 2010 11:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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superluigi949
Grenadier


Joined: 03 Oct 2009

PostPosted: Wed Nov 03, 2010 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

@lko:
ok,regarding no.6,how do i do that?,example?

@a
about the voxel's,since they literally suck then here goes(would be craped else where,might cause this to head straight to the crapper)



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Last edited by superluigi949 on Wed Nov 03, 2010 3:44 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 03, 2010 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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superluigi949
Grenadier


Joined: 03 Oct 2009

PostPosted: Wed Nov 03, 2010 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

by the way,the airpad alone,what do you think should be improved?

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Nov 03, 2010 5:10 pm    Post subject: BP Reply with quote  Mark this post and the followings unread

is the airpad in the pic??

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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

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Wed Nov 03, 2010 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 03, 2010 11:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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