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WIP: Offshore Oil Platform [RA2]
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Nooze
Cyborg Soldier


Joined: 05 May 2009
Location: Finland

PostPosted: Fri Jun 26, 2015 6:32 pm    Post subject:  WIP: Offshore Oil Platform [RA2] Reply with quote  Mark this post and the followings unread

Here's a thingy I've been working on. I'm not sure what to do with this. I don't think there is any functional use for it.



I still don't know how to make the subsurface transition
Thoughts?

Last edited by Nooze on Sat Mar 19, 2016 1:43 pm; edited 2 times in total

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Fri Jun 26, 2015 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is not bad nooze good job Smile. but should you go with something like Ra3 for the base (built upon large yellow air tanks I think) or just make a gradient colour stage to a watery colour of the 4 bases holding the platform.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Fri Jun 26, 2015 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks nice

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jun 26, 2015 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nooze wrote:
I don't think there is any functional use for it.

Split it into building and terrain.
Place on the map as terrain a passable version for the area with the helipad and the center.
Put the building right on top of that.
This way air transports can land on the helipad and deliver an engineer, which can in turn capture the center building.

Make the terrain part look destroyed/damaged and place over it the undamaged building.
Then you can make the building into a very powerful oil derrick and have it fully functional.

Nooze wrote:
I still don't know how to make the subsurface transition
Thoughts?

Make the columns going longer down. But put this under water part in a separate activeanim. Can be only 3 frames long. Then set this activeanim as 50% transparent. voila you have a very easy transition.

Of course you can also create the under water columns completely with a nice color transition as part of the main building.
A simple "gradient map" on a Mix map, which gives a smooth transition from  the normal texture (Mix map channel A) to a simple blue texture (Mix map channel B).

Then create a nice water waves anim around the columns and put it in an activeanim.

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Last edited by Lin Kuei Ominae on Fri Jun 26, 2015 7:20 pm; edited 1 time in total

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Jun 26, 2015 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Decoration...

I would do something about the legs, they look too much like land foundations, perhaps make them round and add barnackles? Smile

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Jun 26, 2015 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

It could work fine as a building if people add amphibious engineers into their mods.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Jun 26, 2015 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea, it can really well work as a building esp in OpenRA.

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Nooze
Cyborg Soldier


Joined: 05 May 2009
Location: Finland

PostPosted: Fri Jun 26, 2015 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Split it into building and terrain.
Place on the map as terrain a passable version for the area with the helipad and the center.
Put the building right on top of that.
This way air transports can land on the helipad and deliver an engineer, which can in turn capture the center building.

Make the terrain part look destroyed/damaged and place over it the undamaged building.
Then you can make the building into a very powerful oil derrick and have it fully functional.


Okay, that is pretty clever. I just don't know what requirements the engine has on stuff like this, "cliff" height for example.

Lin Kuei Ominae wrote:
Make the columns going longer down. But put this under water part in a separate activeanim. Can be only 3 frames long. Then set this activeanim as 50% transparent. voila you have a very easy transition.

Of course you can also create the under water columns completely with a nice color transition as part of the main building.
A simple "gradient map" on a Mix map, which gives a smooth transition from  the normal texture (Mix map channel A) to a simple blue texture (Mix map channel B).

Then create a nice water waves anim around the columns and put it in an activeanim.


I'm not sure how to do that, but I'll give it a try. I'm doing this in Blender. I might just cheat and do most of the work on Photoshop, hehe.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jun 26, 2015 9:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nooze wrote:
Okay, that is pretty clever. I just don't know what requirements the engine has on stuff like this, "cliff" height for example.

just a flat cell. nothing special is needed.

Nooze wrote:
I'm not sure how to do that, but I'll give it a try. I'm doing this in Blender. I might just cheat and do most of the work on Photoshop, hehe.

It's not cheating. It's using the program which works best for you and if the result is good looking, why not use it.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Jun 26, 2015 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

LKO is right, splitting it would be a good idea. Look at the liberty base tileset, it's entirely flat but looks like a raised star.

You can also use the terrain base as a way to leave inaccessible rubble, like the legs going underwater stays the same, only the part above looks damaged, like the pentagon sides or bridge sections. The damaged part is hidden by the building on top.

You could easily make it protrude above it's level to appear to overlap things behind it as well with extraimage. This would give you even more of the feel of rubble seeing things passing behind...

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Nooze
Cyborg Soldier


Joined: 05 May 2009
Location: Finland

PostPosted: Sat Jun 27, 2015 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
LKO is right, splitting it would be a good idea. Look at the liberty base tileset, it's entirely flat but looks like a raised star.


OH, I got it now.
The base would be basically the structure graphics when it's destroyed, or visually "half destroyed", and the bit at the top where engineer would be taped to would have graphics that would cover the damaged bits so the whole thing looks normal.
Complicated but I guess it's doable.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Jun 27, 2015 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

This was a request of mine to Nooze. To add more use for the engineers in Colony Wars which are amphibious... I was wondering whatever happened to this though.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sat Jun 27, 2015 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
This was a request of mine to Nooze. To add more use for the engineers in Colony Wars which are amphibious... I was wondering whatever happened to this though.

Also Coal Power Plant was a request of mine, but i canceled it.

Btw, great job, Nooze!  Razz

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