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Crystal Growth
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Zero18
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Joined: 10 Dec 2012
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PostPosted: Sun Jun 02, 2013 8:05 pm    Post subject:  Crystal Growth Reply with quote  Mark this post and the followings unread



I'm making new ore image for my mod, though I would like to know what people's feedback on this ore. I don't think I'm doing too bad for this one (on the lighting part.)

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sun Jun 02, 2013 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sub-Zero18!
Well, its hard to tell from here. It look cartoonish, but I like it.
You should post some ingame pictures.
I would like to see blue version too.

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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Sun Jun 02, 2013 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree with MasterHaosis

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Zero18
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Joined: 10 Dec 2012
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PostPosted: Sun Jun 02, 2013 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

in-game view



Without the black border. It looks like this.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jun 02, 2013 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry, but it looks bad. Like a 80s/90s EGA 16 color sprite for a top down view puzzle game.

-black outline = bad. remove it. a dark line around sprites never looks good in C&C
-circle round shape = not isometric and thus not matching the ingame view
-colors = too simple
-alignment = too artificial. placing the smaller parts in well visible patterns is bad and not realistic at all. It also makes it very easy to see the separate patches. To be convincing you have to place them on random places.

search on google for some good looking crystals. Then use them as a pattern. If you have luck, you might even find one from a bird-perspective so you only have to resize it down.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jun 02, 2013 9:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

they look too flat, but a nice approach.

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Zero18
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Joined: 10 Dec 2012
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PostPosted: Sun Jun 02, 2013 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

second attempt at making the crystal



And, this surprises me, I got shadow error and invisible crystal in-game glitch. Only outer end of the ore field works fine... Weird


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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Mon Jun 03, 2013 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread

you'd get better results by ripping crystals from Nox #Tongue
(and ofc fix the angles)

this 2 colored thingy is terrible #Tongue

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Zero18
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Joined: 10 Dec 2012
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PostPosted: Mon Jun 03, 2013 12:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:

... this 6 colored...


fixed... I will check Nox out. I might just leave ores as it is for now.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jun 03, 2013 12:50 am    Post subject: Reply with quote  Mark this post and the followings unread

You need 20 frames + 20 dummy shadow frames per shp and all 20 variants must be valid.

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Zero18
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Joined: 10 Dec 2012
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PostPosted: Mon Jun 03, 2013 12:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Omfg, if Westwood made ores by hands, they must be so hardcore!

Okay. Back to shping.

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Exley
Commander


Joined: 09 May 2011
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PostPosted: Mon Jun 03, 2013 12:59 am    Post subject: Reply with quote  Mark this post and the followings unread

graphically no much details is big + for this older games like TS and RA2
just look the shitty detail on the RA2 ore #Tongue
not to mention simplicity of TS crystals

in fact the only complicated thing is to make growth frames

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m7
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Joined: 17 Apr 2009

PostPosted: Mon Jun 03, 2013 2:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I think the blue crystals look cool.

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Zero18
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Joined: 10 Dec 2012
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PostPosted: Mon Jun 03, 2013 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Though it fits the feeling of Tiberium... #Tongue

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Jun 03, 2013 3:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Zero18 wrote:
Omfg, if Westwood made ores by hands, they must be so hardcore!.

I'm pretty sure they made most assets in 3D.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 03, 2013 6:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
You need 20 frames + 20 dummy shadow frames per shp and all 20 variants must be valid.

actually only 12 frames + 12 shadow frames. In total 24 frames per shp.

For flat ground are also only the first 12 different tiberium overlays necessary. The additional 8 patches are only used on slopes. (Thus the problem with IE's when mappers place the flat ground patches on slopes)

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jun 03, 2013 7:58 am    Post subject: Reply with quote  Mark this post and the followings unread

First Attempt looks like Green Gumdrops.  Laughing

If your going for a 16-Bit 80s-90s Art Style Total Conversion it might fit.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jun 03, 2013 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
For flat ground are also only the first 12 different tiberium overlays necessary. The additional 8 patches are only used on slopes. (Thus the problem with IE's when mappers place the flat ground patches on slopes)


In TS, maybe. But he posted RA2. That doesn't apply to that one. First point is correct, I was tired when I wrote that post.

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=======================
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=======================
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jun 03, 2013 1:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm having the same shadow errors with some of my tib/ore... I gave up & just replaced the shadows with blank frames in the end :/

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Jun 03, 2013 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

^^^ same here

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Zero18
Commander


Joined: 10 Dec 2012
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PostPosted: Mon Jun 03, 2013 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was actually trying to convert the ore color to green, but after finding out how long and painful process it is. If I was going to change the palette, that would include redoing the terrain since it uses urban.pal. (or urb.pal - don't remember which one exactly.)

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Mon Jun 03, 2013 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've tried making a custom pal for ore/gems in the past & it fecked up all the voxels in the game! It must be used in conjunction with unittem.pal somehow when drawing vxls :/

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Mon Jun 03, 2013 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zero18 wrote:
If I was going to change the palette, that would include redoing the terrain since it uses urban.pal.

Ore/tiberium uses temperat.pal. And it's the only thing that uses that palette. You can edit it safely, except for one issue, see below.

Mig Eater wrote:
I've tried making a custom pal for ore/gems in the past & it fecked up all the voxels in the game!

There is indeed an issue with temperat.pal, that if any color in it is duplicated, all voxels in the game will use wrong colors for the indexes with duplicated color. If you, for example, change colors #60, #121 and #222 of the temperat.pal palette into 0,0,0 color, then voxels will also use color #60 from the unittem.pal for #121 and #222 indexes.
As long as you don't duplicate colors, it will work fine.

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Mon Jun 03, 2013 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol wat... Well unittem has better colours then temperat so I might just replace it with that.

Any way, funky shadow error...?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jun 03, 2013 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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...

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Jun 08, 2013 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zero18, how is your progress with crystals?

I am never messing with them, they share some problem with TS crystals, something with shadows

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Zero18
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Joined: 10 Dec 2012
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PostPosted: Sat Jun 08, 2013 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I abandoned it. Confused I'm fine with ores for now.

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