Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Sun Jun 02, 2013 8:05 pm Post subject:
Crystal Growth
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.) _________________ Mod Leader and founder of World Domination
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. _________________ PPM Halloween Season 2021 QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jun 03, 2013 12:50 am Post subject:
You need 20 frames + 20 dummy shadow frames per shp and all 20 variants must be valid. _________________ "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
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Mon Jun 03, 2013 12:59 am Post subject:
graphically no much details is big + for this older games like TS and RA2
just look the shitty detail on the RA2 ore
not to mention simplicity of TS crystals
in fact the only complicated thing is to make growth frames QUICK_EDIT
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) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jun 03, 2013 11:32 am Post subject:
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. _________________ "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)
=======================
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
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Mon Jun 03, 2013 2:38 pm Post subject:
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.) _________________ Mod Leader and founder of World Domination
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 :/ _________________
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. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jun 03, 2013 7:20 pm Post subject:
http://www.ppmsite.com/forum/viewtopic.php?p=464614#464614 _________________ "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... QUICK_EDIT
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