Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Apr 19, 2024 1:35 pm
All times are UTC + 0
Two Props [RA1/TD]
Moderators: Global Moderators, Media Hut Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [31 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Nooze
Cyborg Soldier


Joined: 05 May 2009
Location: Finland

PostPosted: Wed Apr 08, 2015 1:03 am    Post subject:  Two Props [RA1/TD]
Subject description: Windmill & Lighthouse
Reply with quote  Mark this post and the followings unread

A windmill and a lighthouse, fully animated. I'm not sure if the shp format will function in OpenRA, I'm still new to the conversion process.



demo_1.png
 Description:
RA1/TD props - preview
 Filesize:  14.77 KB
 Viewed:  7217 Time(s)

demo_1.png



windmill.rar
 Description:
Windmill RA1/TD

Download
 Filename:  windmill.rar
 Filesize:  5.87 KB
 Downloaded:  41 Time(s)


lighthouse.rar
 Description:
Lighthouse RA1/TD

Download
 Filename:  lighthouse.rar
 Filesize:  2.61 KB
 Downloaded:  42 Time(s)


Back to top
View user's profile Send private message
Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Wed Apr 08, 2015 1:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Neet little things!

_________________


C&C in RA-1 Get it here
http://www.ppmsite.com/forum/viewtopic.php?t=30101 100+ Single Player Missions! Now playable on CnCNet 5!

Back to top
View user's profile Send private message
Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Wed Apr 08, 2015 12:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

indeed
I miss TD days so much Sad

_________________
Quote:

how did we end up here ?

this place is horrible ...

smells like balls ...


Back to top
View user's profile Send private message
Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Apr 08, 2015 3:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I prefer the scale in TD/RA1 tbh... the only nitpick I had in them was how you pretty much had to have alot of units be almost full remap. Sad

_________________
~ Excelsior ~

Back to top
View user's profile Send private message Visit poster's website
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 08, 2015 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

They look nice.
They would also fit in well into DTA. I'm quite sure Bittah will add them.

_________________
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

Last edited by Lin Kuei Ominae on Wed Apr 08, 2015 7:45 pm; edited 1 time in total

Back to top
View user's profile Send private message
drive
Grenadier


Joined: 11 May 2013
Location: In a moving Trompete.

PostPosted: Wed Apr 08, 2015 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

DTA:

Take it.
Take it!
TAKE IT!
Very Happy

Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Apr 08, 2015 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks very fitting; thanks Nooze Smile



wdml.gif
 Description:
 Filesize:  137.61 KB
 Viewed:  7032 Time(s)

wdml.gif



lhus.gif
 Description:
 Filesize:  1.03 MB
 Viewed:  7032 Time(s)

lhus.gif



_________________

Back to top
View user's profile Send private message ModDB Profile ID YouTube User URL Facebook Profile URL
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 08, 2015 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you cut out the animated light part from the lighthouse?
Looks like the building follows nice the map lighting.
Maybe the windmill wings can be cut out too, so at least the building follows the map lighting.

I wonder if we can give the lighthouse an animated light beam effect.
Using the same technique like on the TI Nod Tech Center could work.

_________________
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

Back to top
View user's profile Send private message
Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Thu Apr 09, 2015 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Annnd these are ridiculously adorable.

_________________
Victory!

Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Apr 09, 2015 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Do you cut out the animated light part from the lighthouse?
Looks like the building follows nice the map lighting.
Maybe the windmill wings can be cut out too, so at least the building follows the map lighting.

Yeah, I indeed separated the animated part so that the rest of the building could use the isotem palette and thus be fully affected by all lighting.

For the windmill this isn't as practical however. First off it'd make the windmill wings stand out from the building itself when a map has colored lighting (for the lighthouse this is fine, since it's supposed to look like it emits light to begin with). The windmill wings are also anti-aliased, which makes it difficult to cut them out properly.
Lin Kuei Ominae wrote:
I wonder if we can give the lighthouse an animated light beam effect.
Using the same technique like on the TI Nod Tech Center could work.

I actually had that thought as well. For a moment I considered using the default TS spotlight (but that would come with multiple issues such as not properly synchronizing with the building's anim and only appearing on a single side of the building), but implementing spotlights as (alpha light) animations like in your example would indeed be fitting.

_________________

Back to top
View user's profile Send private message ModDB Profile ID YouTube User URL Facebook Profile URL
Nooze
Cyborg Soldier


Joined: 05 May 2009
Location: Finland

PostPosted: Fri Apr 10, 2015 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
I prefer the scale in TD/RA1 tbh... the only nitpick I had in them was how you pretty much had to have alot of units be almost full remap. Sad


If I ever made a mod of my own for OpenRA, I would experiment with the use of colors.

Bittah Commander wrote:
Looks very fitting; thanks Nooze Smile


Awesome! Very Happy
More props you'd need?

Lin Kuei Ominae wrote:
I wonder if we can give the lighthouse an animated light beam effect.
Using the same technique like on the TI Nod Tech Center could work.


I've never done stuff like that before. I might need help with it~

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Apr 10, 2015 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nooze wrote:
I've never done stuff like that before. I might need help with it~

I made a light beam animation already and Bittah implemented it in DTA. Wink

Attached is my first version. Since then we improved it already and made another version with 32 facings, so i don't see why this can't go public.
On frame 16 (frame 17 in shp builder) you can see a quick model i made to get the position and scale of the beam right. We also used this to position it ingame.

The attached anim has the palette changed from DTA unittem.pal to RA1 temperat.pal.

;the code is for TS. change it accordingly to make it work in OpenRA
[LHUS]
ActiveAnim= here is the separated lighthouse rotating lamp anim
ActiveAnimTwo=LHUS_B

[LHUS_B]
Surface=yes
LoopStart=0
LoopEnd=16 ;set 17 to see the 3d model for ingame positioning
LoopCount=-1
Rate= make it exactly the same as the lighthouse anim
UseNormalLight=yes
Translucency=75



lhus_b.zip
 Description:

Download
 Filename:  lhus_b.zip
 Filesize:  2.68 KB
 Downloaded:  13 Time(s)


_________________
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

Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Apr 10, 2015 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nooze wrote:
More props you'd need?

Practically anything that looks like it fits in TD or RA can be used in DTA.

The downside about the TD/RA civilian assets however, is that they're so small.
Since units are bigger than most of the civilian assets, it's impossible to create convincing looking cities with those assets (especially when you wanna use paved roads) and they can only be used to create very small towns at best.
I already resized and converted the original TS civilian structures for this reason, although it'd be nice if we'd have similarly scaled versions of the TD/RA civilian structures alongside these.

Would you be interested in recreating TD/RA civilian assets with a larger scale?

_________________

Back to top
View user's profile Send private message ModDB Profile ID YouTube User URL Facebook Profile URL
Nooze
Cyborg Soldier


Joined: 05 May 2009
Location: Finland

PostPosted: Fri Apr 10, 2015 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
Would you be interested in recreating TD/RA civilian assets with a larger scale?


I've tried doing such in the past with okay result, but they might be too large and aesthetically unfitting for this purpose. These examples will be discarded due to the lack of quality (in many levels) and other reasons.
Can you give me a reference to the scale you'd want the assets in?



Rdamons.png
 Description:
RA1 Damon's Pub
 Filesize:  373.21 KB
 Viewed:  6805 Time(s)

Rdamons.png



Rchurch.png
 Description:
RA1 Church
 Filesize:  366.72 KB
 Viewed:  6805 Time(s)

Rchurch.png



Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Apr 10, 2015 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Those don't look bad at all, but they're indeed unfitting for DTA's graphical style.
You could use the image I linked to in my previous post as a reference for the scale, or would you prefer having the actual SHPs?

_________________

Back to top
View user's profile Send private message ModDB Profile ID YouTube User URL Facebook Profile URL
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Apr 10, 2015 11:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Bittah: I don't think the graphical style would be such a big problem. When scaled down and rotated a bit into some non-isometric grid matching direction, they should fit really well.
Perspective wise, they would fit even better than the original TD civil buildings with their bad random perspective.
Nooze wrote:
These examples will be discarded due to the lack of quality (in many levels) and other reasons.

That would be a waste of some really good assets.
I don't see how they lack quality. Texture as well as model seem detailed enough imo.

For DTA i think 1/3rd or half the size could work
Attached is Damons with 1/3rd size (smaller one) and the bigger is reduced to half the size.



rdamonsDTA.png
 Description:
 Filesize:  242.42 KB
 Viewed:  6789 Time(s)

rdamonsDTA.png



_________________
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

Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Apr 10, 2015 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nooze wrote:
These examples will be discarded due to the lack of quality (in many levels) and other reasons.


Why discard something such good? I like them.

_________________
"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...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Fri Apr 10, 2015 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

For civilian buildings, they work well. Damage frames and rubble and you have some good additions to maps. I'd use them.

_________________
KGR | AT
AZUR
Discord: theastronomer1836
Steam

Back to top
View user's profile Send private message Skype Account
Nooze
Cyborg Soldier


Joined: 05 May 2009
Location: Finland

PostPosted: Sat Apr 11, 2015 12:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I guess I just don't like them myself.
I'll see what I can cook up.

Back to top
View user's profile Send private message
Nooze
Cyborg Soldier


Joined: 05 May 2009
Location: Finland

PostPosted: Sat Apr 11, 2015 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
For civilian buildings, they work well. Damage frames and rubble and you have some good additions to maps. I'd use them.


I guess I'll post them for public then. I already have made all the necessary frames required for use in RA2, excluding rubble.

Back to top
View user's profile Send private message
Nooze
Cyborg Soldier


Joined: 05 May 2009
Location: Finland

PostPosted: Mon Apr 13, 2015 3:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Such a sexy hut.



Dpub_1.png
 Description:
-
 Filesize:  43.26 KB
 Viewed:  6669 Time(s)

Dpub_1.png



Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Apr 13, 2015 11:26 am    Post subject: Reply with quote  Mark this post and the followings unread

looks good
It seems you also raised the camera angle to fit better into TD, which is nice.
Which camera angle do you used? I use 45° for TD and 30° for TS/RA2.

_________________
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

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Apr 13, 2015 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

This is good work, you should join the DTA development team. Very Happy

Back to top
View user's profile Send private message
Nooze
Cyborg Soldier


Joined: 05 May 2009
Location: Finland

PostPosted: Mon Apr 13, 2015 1:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
looks good
It seems you also raised the camera angle to fit better into TD, which is nice.
Which camera angle do you used? I use 45° for TD and 30° for TS/RA2.


I just winged it, angled it so it would be similar to the original.

Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Apr 13, 2015 1:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, the door is open (I'm not talking about the hut) #Tongue

The hut looks very fitting, nice work. Would it be easy to adjust the textures to also create versions of these buildings that fit in the desert theater? It might look interesting.

_________________

Back to top
View user's profile Send private message ModDB Profile ID YouTube User URL Facebook Profile URL
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Apr 13, 2015 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks really good but if you look at the size of the windows it looks bigger than other TD/RA1 stuff.

Back to top
View user's profile Send private message Send e-mail
Nooze
Cyborg Soldier


Joined: 05 May 2009
Location: Finland

PostPosted: Mon Apr 13, 2015 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tested the model in my RA2 template. It might be better this way.



Dpub_2.png
 Description:
-
 Filesize:  48.03 KB
 Viewed:  6501 Time(s)

Dpub_2.png



Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Apr 13, 2015 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt says it's too big so you make it even bigger? Razz

I do see what he means now though. It'd be best if the building's size would proportionally match that of the base structures, although that's difficult when many of those have completely different sizes compared to one another as well.
Maybe use one of the barracks as a reference for the scale? Those are the only base structures with visible doors after all.

_________________

Back to top
View user's profile Send private message ModDB Profile ID YouTube User URL Facebook Profile URL
Nooze
Cyborg Soldier


Joined: 05 May 2009
Location: Finland

PostPosted: Tue Apr 14, 2015 10:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
OmegaBolt says it's too big so you make it even bigger? Razz

I do see what he means now though. It'd be best if the building's size would proportionally match that of the base structures, although that's difficult when many of those have completely different sizes compared to one another as well.
Maybe use one of the barracks as a reference for the scale? Those are the only base structures with visible doors after all.


Oh, there is no universal scale, not in RA1 nor RA2. So many structures are completely out of proportion in comparison to others. You can see this quite clearly on the larger structures like Paris Tower and Statue of Libery. Also some smaller structures/props are made disproportionally large.

Back to top
View user's profile Send private message
Guest





PostPosted: Tue Apr 14, 2015 11:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Not to mention that the barracks is small as well. If you look at its doors, you'll see that they're smaller than the infantry.

Back to top
Guest





PostPosted: Wed Apr 15, 2015 2:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Anonymous wrote:
Not to mention that the barracks is small as well. If you look at its doors, you'll see that they're smaller than the infantry.


Well the infantry are way way too large compared to everything else in the game. You'd probably have to use RA1 infantry to be in the scale but then they would lose their interesting unique designs.

Back to top
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [31 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You cannot post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2705s ][ Queries: 21 (0.0197s) ][ Debug on ]