Posted: Sat May 26, 2012 12:13 pm Post subject:
SanFranBridge "passable"
In honor of the GoldenGate Bridge 75th aniversary, I'm releasing these. Try them out and if you have any questions or problems, please let me know and I'll try to rectify them asap. enjoy.
im curious to know, what the damage/destroyed frames look like and what its like when the bridge is longer (I know I could just check in game if I had RA2 installed) _________________ QUICK_EDIT
@SMIFFGIG, These werent intended to have damage frames or the like. If I remember correctly, having them destroyable buildings didnt allow for under bridge passage. The road part of the bridge can be destroyed however.
@Gufu, thats just a refresh problem with my computer. If I scroll to the left or right then come back to image the "transparency" issue goes away. I'm not quite sure why this happens and don't know how to fix it.
To the rest, thanks for the compliments. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
@SMIFFGIG, These werent intended to have damage frames or the like. If I remember correctly, having them destroyable buildings didnt allow for under bridge passage. The road part of the bridge can be destroyed however.
@Gufu, thats just a refresh problem with my computer. If I scroll to the left or right then come back to image the "transparency" issue goes away. I'm not quite sure why this happens and don't know how to fix it.
To the rest, thanks for the compliments.
Ares allows custom foundations so...
Nice work as always though. _________________ ~ Excelsior ~ QUICK_EDIT
Though you should improve your picture2shp conversion technique. On all SHPs are random blue/shadow pixel and also whole parts/areas in the shadow color.
Cranium wrote:
@SMIFFGIG, These werent intended to have damage frames or the like. If I remember correctly, having them destroyable buildings didnt allow for under bridge passage. The road part of the bridge can be destroyed however.
And how are these passable under the bridge with the overlays you use? Your overlays are impassable due to Land=Rock as well.
As a 1x1 building you only have to give them Bib=yes in rules.ini and they are passable for everything but infantry. (or make them work like a dummy gate with a quick 1 frame opening anim, so they are passable for everything; of course placed on the map as Special owner which is allied with all players so the gate will open for them)
Cranium wrote:
@Gufu, thats just a refresh problem with my computer. If I scroll to the left or right then come back to image the "transparency" issue goes away. I'm not quite sure why this happens and don't know how to fix it.
Not only your PC. It's a general problem of Overlays which are bigger than the 1x1 foundation. Overlays were not meant to be bigger than that and only refresh their image inside the boundaries of a 1x1 cell. (At least it's this way in TS, but most probably also in RA2) _________________ SHP Artist of Twisted Insurrection: Nod buildings
And how are these passable under the bridge with the overlays you use? Your overlays are impassable due to Land=Rock as well.
Actually I forgot to mention, these should be listed as [TerrainTypes] which allows them to be underbridge passable.
Hmmm, thought i had gotten rid of all the random blue dots, guess I'll go thru them again. Thanks for pointing that out LKO.
@TeamBlack, I'm currently already working on extended version as per request of someone else in a previous topic on this. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Thu May 31, 2012 3:40 am Post subject:
Although the implementation is fantastic and the coding work required for this is well done... the actual graphic is garbage. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
It's not perfect, but definitely not garbage. A bit more constructive criticism would've been better.
@Cranium:
-colors: could be a palette restriction, but the columns look strange low colored. They need more colors and details like shading, reflections etc
-shadows: all parts should cast shadows. especially the columns.
-lighting: improve your 3d lighting. the parts facing southeast should be darker than the southwest parts (they also have to cast shadows on themselves). _________________ SHP Artist of Twisted Insurrection: Nod buildings
Cranium, couldn't you make a new palette for this and rerender so that it has the full range of tones? I'm pretty sure that Ares supports additional palettes on overlays. Last edited by Orac on Thu May 31, 2012 8:59 am; edited 1 time in total QUICK_EDIT
@Cranium:
-colors: could be a palette restriction, but the columns look strange low colored. They need more colors and details like shading, reflections etc
-shadows: all parts should cast shadows. especially the columns.
-lighting: improve your 3d lighting. the parts facing southeast should be darker than the southwest parts (they also have to cast shadows on themselves).
Not sure if you are aware of it, but this hasn't been made in 3D, it is edited from already existing Golden Gate Bridge graphics in Yuri's Revenge. The original graphics already had a piss-poor coloring due to palette restrictions. Fixing colors, lighting & shadows in this case, while probably possible, would be easier said than done.
Orac wrote:
Cranium, couldn't you make a new palette for this and rerender so that it has the full range of tones? I'm pretty sure that Ares supports additional palettes on overlays..
Again, not made in 3D. Custom pal won't help much in this case due to reasons outlined above. Also, it has been stated earlier on in this thread that the San Fran bridge bits showed here are not supposed to be implemented as OverlayTypes but rather as TerrainTypes (such as trees and likes). Either way, I wouldn't be so sure about Ares supporting custom palettes for either of those two, considering the feature was most likely aimed at providing custom palettes for infantry/structure/unit graphics. _________________ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu May 31, 2012 1:57 pm Post subject:
Orac wrote:
Cranium, couldn't you make a new palette for this and rerender so that it has the full range of tones? I'm pretty sure that Ares supports additional palettes on overlays.
If walls are overlays (and AFAIK they are) then your assumption is wrong there, because I couldn't get those repaletted. That's the reason why my screenshots doesn't show them, still couldn't get there to fix those... they ended up rainbow next to my new unittem. xD _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
very sexy!! _________________ 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
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