I started updating my allied voxels, specifically my Nimitz carrier, but then I got sidetracked, and decided to see if I could find a base voxel closer to what I need. I found the rendered EA carrier from the media hut, widened it, reshaped the hull, retextured it, made it allied schemed etc, 2hrs later...
Then using that overall look-and-feel I updated the original RA2 carrier, including launcher track, and again retexturing it to be allied scheme.
carrierc.gif
Description:
Has a spinning radar assembly on the conning tower now, but hard to see in the .gif
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Thu May 28, 2015 7:36 am Post subject:
I think Constellation City X, unfortunately, needs some proper paved roads. The city structures with just dirt roads between them and no pavement... it looks very weird >< _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
I think Constellation City X, unfortunately, needs some proper paved roads. The city structures with just dirt roads between them and no pavement... it looks very weird ><
Well if RA2 had some decent paved "country" roads I'd use them, but as it is, think of a dust storm in a small town, sometimes it's hard to tell if it's a paved or dirt road at all...
Here's in games of the American fleet, minus dolphins, and some shots of the naval warfare, including the AI doing some DDAY operations...
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Thu May 28, 2015 5:17 pm Post subject:
Interesting effect on the Hornet missiles!
Why are there two versions of some things? (Two different Tech Centers, two Carriers)... Just experimenting?
Also I like the Camo Pillbox, looks great with just that sod/grass on top, fits right into the terrain (as long as it's not on sand ) _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
I gave all the line trailers a slow decay rate, it makes the targets more obvious, and makes the battle look more intense
Both those tech centers are used in the prerequisite tree, the regular carrier is unlocked with GATECH, the large carrier with NATEK. The larger (Nimitz class) is specific to Americans, as are those subs (Seawolf)...
I considered making them transparent, but I didn't want it to be perfect, since it is a man-made construction, and tactically I didn't think it would add much to the game (vs solid)...
Hmmm yeah I sorta see why you'd make it like that then. I noticed as well how my own Navy also has about the same thing of having dual-roles now. (Except the Transports being just... Transports)
So I guess the Aegis functions as a middle man between the Basic Destroyer & Carrier when it comes to ground targeting range then? _________________ ~ Excelsior ~ QUICK_EDIT
One of my goals when balancing the navy was making everything have a niche, but also a broader application where it didn't specialize. For example the Destroyer and Escort both are excellent at anti-sub warfare, since that's their specialty, both also have a decent gun on the front for ship to ship combat. The only distinguishing feature is the Osprey gives the Destroyer more anti-sub range, but the less expensive Escort's depthcharges are more powerful, so even they can co-exist.
The Aegis does indeed fill a gap, but it's kind of unique in that it's not overpowered in any area, it's not as good at ship fighting as the Escort, but has twice the range, and while not as good as a Patriot or Scorpion against aircraft, it's also adequate there. Best used in pairs with a larger force.
Then the house diversity:
- Frenchies get a Heavy Cruiser, which is like a giant Aegis with a Howitzer on the front
- Brits get a Battleship, great for ship fighting, lacks AA or ASW
- Americans have a big carrier, with no defensive ability
- Germans get the Guardian, a slightly more offensive ship fighting vessel than the Escort, but lacks ASW
- Koreans have an MLRS ship for ranged combat
Naturally cost is a factor to every vessel, and you may find spamming with Escorts (supporting a couple carriers) more effective than employing the high-value ships. Aegis costs 1700, Cruiser costs 3300. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Ah I see. Since in Colony Wars my Aegis Cruisers had become the distinction of being somewhat like Naval MRLS' being that they were powerful against Ground & Air Units but suffered from Slow Movement,Less Armor and being unable to detect stealthed units unlike the Destroyer & Gunboat. They would win toe-to-toe against either of those 2 Boats 1 on 1 but as they were generally more expensive losing them usually had a much bigger impact.
In CW my House Uniques were:
Dolphins (Replaces Gunboats) - Same as Vanilla
Galleon - (Replaces Transports) - Armed with a Machine Gun & generally better Armor & HP
Battleship - ...Self Explanatory. _________________ ~ Excelsior ~ QUICK_EDIT
There's a few units I omitted, French have a Frigate, which is a slightly larger ship than the Escort, with a bigger gun, it slots in between the Escort and Cruiser. Dolphins still exist as American only. Koreans also get smart mines for a subversive entrapment role.
With stolen soviet tech, both Americans and Germans have access to proper attack subs, stronger hulled and faster than the soviet unit, but weaker torpedos with longer range. Since the other allied houses have ranged vessels, those two are lacking premium units for ship to ship fighting, and the element of sneak attacks will give them that.
With stolen allied tech, all allied houses get Prism warships, which could be like a skiff or corvette with a prism gun on it, fast, good range, not very tough, no AA or ASW defense. Featurewise it replaces Frigates, Missile warships, and possibly the more expensive Battleships in pairs. You'd still need the Aegis and Escorts to provide defenses beyond surface threats, so your vessel priorities might get shuffled around, but overall tactics will still demand a similar mixed navy. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
So finished the truck, took a while to touch up normals, fix the shading, and make it a little dirty; may get more work on it later, but perfectly workable as it is.
*EDIT* Which one do you guys like more, striped/grainy, or plain?
Working on a railroad track set mainly for use on Urban theater, but I will make a snowy version at the least when I'm happy with it.
I plan to make a single tile cliff tunnel for the track as well, since I'm not actually making a train, no worries about tunnel mechanics, merely that it looks good
And a shot of an assault to finish off an AI base on Vacant Lots map, the bright spots are because the Defenders have radioactive shells in keeping with the nuclear theme. They have the Desolator and Demo truck in the mod.
If it's not obvious by now, I'm trying to make things in my own artistic style, or lets say my way of diverging from WW's design. Even if I do end up using parts of TX, they will be most likely small fragments like tufts of grass, or even just used as the base tiles to edit.
I have a list of specific items that I want to make, or re-make, to be able to create the kind of maps I want, tactically and visually.
I applaud Mig Eater's immense efforts at making an all new terrain for DDAY, but to me it's just as cartoonish as the basic WW terrain (in it's own way). I rather like HG_SCIPION's terrain, much more fitting the war game that is RA2, especially with the grungy beat up elements, but it's perhaps a little too post-apocalyptic for my needs. I want something in between...
As for the infantry shadows, that's not terribly relevant to the game play, and it's so small that I probably wouldn't notice during a game if it was transparent.
If we're going to nitpick about graphics, how about the fact that building shadows fall into two different angles? How about floating units having a shadow directly below when everything else is offset? How about voxel shadows being a different angle than everything else anyway? I couldn't make them all consistent if I tried, so how much should I try, where is the line beyond "good enough" ? _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Well I'm just saying you might as well get the lightest work load done first. It's very jarring to see everything else in the game uses translucent shadows and still only the Infantry have yet to get translucent shadows.
Giving all existing entities translucent shadows at least partially unifies them all. And what of any potential new infantry graphics. Most SHP Artists render the Shadow Frames seperate. Does that mean you'd go ahead and just ignore that difference as well. And anyway if you're still using the original infantry I had already packaged a bundle including them all with shadow frames. Some have slight changes in sequence but overall most of them are just a simple override set. _________________ ~ Excelsior ~ QUICK_EDIT
Vertical and horizontal cliffs are anything really needed in RA2. At least for me. ıt is really hard to make RA mission/map remakes with current tilesets.
Yea they are a key part in being able to make normal looking escarpments or even barriers. I'm focusing on urban theater because the versatility of the temperate tileset means most people find it easiest to make good maps with that, and avoid urban. Also keeping in mind that organic cliffs don't look like they have to conform to human construction geometry, urban kinda has to...
There are some things I like about urban, but just feel too limited to use it seriously. I expect once I've added by grass and hybrid grass-concrete cliffs (with other decorations) I'll actually want to make more urban maps. I always enjoyed mapping...
I haven't decided to expand any other theaters at the moment, and I don't want to fall into the overwhelming-todo-list-trap like other modders have. I already have a working mod, so everyday that I work on terrain I see real progress, without waiting. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Besides adding some more variations to the basic concrete cliff fix set, I'm pretty happy with it. You'll note the smooth sided slope pieces, the new off-angle walls, and the missing variations (stone/braced/slab) from the other sets have been added.
The grass cliff set is going to stay stone wall only, but will have slope sets added, both the big ramp kind and some infantry sized stairs. I haven't started the grass slopes because I haven't even looked at making the ramp set.
I've also been busy making "feature" tiles like the crater and lumpy grass ones, and I started working on some farm crops (not happy with them them yet). I also added a few new rocks, with more to come.
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