No need, it's not slow like a helicopter, and if it doesn't land the rotors would never slow enough to see anyway. The orangey ring simulates the safety stripe they typically painted on them rather well.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat May 07, 2016 12:02 am Post subject:
G-E wrote:
I'm sure they'd look fabulous in ORA
The civilian version probably. The paradrop version will not though.
Normals alone will not make a voxel good-looking in OpenRA, you'll need to rely on the underlying texture being detailed enough to make it look impressive. A great, already well visible example is that while TS voxels look better than their source game (which rely on texture more than normals) the RA2 counterparts (lacking texture, details are strict normals at best) are acceptable at best (while this falls under heavy YMMV, they do look worse than TS ones strictly because lacking textures, YR-added ones again would look better, since those have detailed textures again).
OpenRA ain't a magic word to fix a voxel, it will just increase the quality differences between voxel and voxel via enlarging the issues - in your example, via empathizing that your paraplane is pale and oversmoothed. _________________ "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
Thanks to HG for the 3ds conversion as the base for this one, but damn that took a lot of work to fix. About 6hrs of normals work, and about 1hr of colouring, plus numerous touchups...
Still not perfect even at 90% scaled, there's some black dots near the tail and head left, but overall I'm happy
Dunno, since I'm not sure how far I will take the airport/airplane meme. I hadn't planned to make a Learjet except for all the talk about Bombardier lately, namely they want another bailout. The 747 was a nostalgic point on one hand, but also I wanted at least 1 aircraft worthy of a 5-wide runway strip, for which the 747 seemed to be the most logical.
I am trying to keep the mod elements limited to pre-1987 era, except for the military where the alternate universe applies, but it's not set in stone.
HG was also kind enough to donate the Hercules voxel, which I cleaned up (and rescaled) for my purposes. He annoyingly left out the .hva which animated the rotors, and the positioning of everything was wonky anyway.
Finally I went back and texturized the paradrop version of the DC-3, but I didn't go crazy because it's already a dark scheme. I figure it will add some flavour at certain angles where it came off as too plain.
Next piece of the new terminal puzzle... the big slab building will be the main entrance/booking area, then the causeway will connect to the third building where the planes park...
These causeway buildings will join end to end to extend their reach, though I might make an intermediary 2-cell building to go between them. Decisions, decisions...
- added a few more missing cliff fixes, fixed some z-data while I was at it
- added more parking lot type things to my laneway tileset
- re-added my overpass rubble with grafiti
- fixed more ugly urban droad pieces
The TMP tools are maddening... Editor crashes so easily on a misclick, Builder has trouble saving complex tiles with z-data. Bah! I say.
Aside from that, I managed to get another overpass rubble piece done, it's not positioned exactly the same as the columns but I'm not sure I care. I had the odd thought of making it into an actual ramp that could butt against a bridge/cliff piece, but due to the way the extraimage is done on the bridge, this is impossible. That is unless I redo those too... hmmm.
Also since I was on my test map, I figured I'd show you guys just how big my voxels really are without the scaling. This should remove any reservations some of you have for drawing them larger than 1:1.
That FA2 voxel rendering burned out my retinas, thanks (just kidding). As well as the remap on that Hercules, sorry.
The damage and rubble frames on that hangar are very nice looking though. I feel you on the TMP tools, they stopped me from ever wanting to finish a space theatre. Maddening is right.
Overall, exceptional art, I love it. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
I've always wanted to make a collapsed bridge/ramp (I probably will when I redo my bridges), why is the extra image causing problems tho? I presumed the hardest part would be making the actual graphics.
Most of the crashes that I've experienced in TMP Editor are related to changing the size of an extra image or add an extra image to a cell that didn't originally have one. I found that saving & reloading the file directly after these changes greatly reduces crashes later on. _________________
Well I'm not sure how to describe the problem, but the bestest way I've found to make them successfully is give each cell a full extraimage that extends off into the blue farther than you need, then when you load image complete, it will trim the extraimage automatically. The only problem with this is it won't expand extraimage space per your complete image, only subtract.
Other than that, a lot of care has to be taken as to which tile exerts the extraimage up or down to fill to the next cell. For adjacency like I was saying to put it against a bridge section, the bridge would have to use at least some of the front face extraimage from the top cells, so that if the bottom cells are overwritten the face doesn't disappear.
Making this complicated is that Builder doesn't like cells or extraimages more than 100 pixels in any direction, and Editor doesn't like upwards extraimage above the first cell in a large tile. Also Editor will crash if trying to paste zdata for the main cell if you have a cell without, and will also crash if you paste extra zdata for a cell with no extraimage, and other silliness.
Someone with a good sense of failsafe programming needs to overhaul both those tools. It's a huge pain to make genuinely _new_ tiles that aren't re-skinned existing tiles. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
My car can drive backwards, it doesn't mean I want to drive backwards...
A lot of people have lost sight of what makes games good, because they are enamoured with flashy graphics and clever gimmicks. I still believe there's a niche for my mod being more pure, and more focused on tactics.
you can disable yuri or even recycle his slot for an extra faction for the soviets. by this point you're severely gimping your modding powers by not using Ares. it already fixed plenty of bugs existing (whiteboy bug for one) in the game and you can use new logics introduced by Ares AND YR.
also Yuri doesn't have zombies unless your headcanon on brutes and mind control counts as zombies. :p _________________ ~ Excelsior ~ QUICK_EDIT
I know this, but again the additional logic is mostly frivolous for the theme of this mod. Obviously additional superweapons or more distinction between countries could add more depth, but here too is a path everyone else is taking, because they can, not because they should.
For example, the idea that you can have 30 superweapons as a player should only serve to point out that the superweapons are meaningless, because if you had 30 nukes you'd obliterate your enemy. Alternately, you can view them as interesting distractions to annoy an opponent, but not win anything by it. So then what purpose do they serve? I generally play with only Iron Curtain and Chronosphere enabled, that's already enough cheese. The tech airport based parabombs at least feel both military and tactical, like an actual weapon.
Likewise the whole hero unit theme is overplayed, or just gimmicky. I know Tanya was supposed to be a big deal for the story, but I have trouble justifying using a Tanya in an actual game. Tactically Tanya also screws with balance since she can one-shot 15 infantry from as far away as a sniper, within the ROF of the sniper, so what's the point of a sniper then? These are all considerations that go into my vision of purity, a sense of purposeful militarism.
It adds plenty of QoL stuff but meh. From what topics we've seen from you you'd rather stay adamant on your own values even if they hamper you.
From YR:
Units powered by Structures (Robot Tanks and Robot Control Center)
Spy Plane (Soviets)
Airstrike Designator Weapon (Boris)
Infantry and Vehicles that can fire inside another Unit (Battle Fortress)
Autorepair Building for Units (Machine Shop)
Deploy to switch image and main weapon (Siege Chopper)
Increased power by absorbing infantry (Bio Reactor )
Tank Bunkers
From Ares:
Laser Fences
Firestorm Walls
AttachEffect System
Multiple Copies of original Superweapons
Custom Death Animations
EMP (Which Tesla Tanks were touted of having in RA2)
Custom Foundation
Bounty Logic
Trench System
Flat Buildings
Additional Sides
Remap Walls
Remap DestroyAnims
Working Airstrike Superweapons
Placable Buildings/Units/Infantry via superweapons
Reverse Engineering of absorbed units
Theres probably more but thoae are among the things you can utilize. Its not 2003 anymore. _________________ ~ Excelsior ~ QUICK_EDIT
I've never seen that as a problem, it's just how the program works. If you are working on new extra images you should copy them individually anyway instead of using copy/paste complete.
Your extra image layering problem sounds like your Z-data is incorrect thus you get rendering/layering glitches.
If you are adding a large extra image to a cell that didn't originally have one first apply a small one, then save-reload & apply the bigger version. This is because extra image changes aren't fully applied until you save the file, the same happens with the cells properties too.
TMP editor has some limitation & quirks but they are easy to work with/around once you know them. _________________
It adds plenty of QoL stuff but meh. From what topics we've seen from you you'd rather stay adamant on your own values even if they hamper you.
From YR:
Units powered by Structures (Robot Tanks and Robot Control Center)
Spy Plane (Soviets)
Airstrike Designator Weapon (Boris)
Infantry and Vehicles that can fire inside another Unit (Battle Fortress)
Autorepair Building for Units (Machine Shop)
Deploy to switch image and main weapon (Siege Chopper)
Increased power by absorbing infantry (Bio Reactor )
Tank Bunkers
...
I know I've been following it, and I've played YR through, and I'm not dismissing the possibilities, just downplaying their usefulness for my objective. Most of it is only suitable for sci-fi or bio-tech mods, telekinesis is also really pushing it.
Here's what I think would fit my mod:
The best use of InitialPayload would be for ships to have multiple weapons. The best use of Splits would be like the falling homing missile or the torpedo launched ICBM. I would like tank bunkers a whole lot more as fortifications that acted like one-directional walls, rather than something you enter. Occupiers retaining their weapons on garrison is interesting, but from a tactical standpoint I don't like it. I could also see some use in having more Dredmissile/V3Missile variants for other units, but that is almost entirely a visual distinction.
I would want to totally expand on the desert theater, since it is a good idea that is badly implemented, and would work nicely for desolation.
I have a very mixed opinion about the upgrade options available by going YR+Ares. It's not that they couldn't be used, I just don't see it making things _better_ using them. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
So much for using that other Soviet airport project as a foundation, it's all gone...
4x3 foundation, planes line up in rows of 3 beside the runway in the middle.
I also found out that somehow I had deleted the snow art for the Sniper Tower from the mixes, because I had a weird case of something else's snow art showing on a temperate map. Interesting side effect, suggests that in the absence of art, it grabs the next art resource. Which is a good tip for troubleshooting.
In the early days AI editing was largely about making teams bigger to be more challenging, I took a different tactic and made the AI more creative. Then I also added activities that only occur either later in the game, or when the human has built up more, so ultimately it gets harder as you get better able to fight (inversely it is easier when you are weaker). The adaptability is the fun part.
The airports and planes are just another branch of decorative objects, I already have a bunch of vehicles, and I still might add more vessels. I've also added a police station building and planning to do a firehall soonish. These all help me make better city maps -- to go with my urban terrain expansion. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
I wonder if its possible to create a functioning "living" city. Moving Cars along a highway,Patrolling News Copters... _________________ ~ Excelsior ~ QUICK_EDIT
Working on new underground parking entrances, I will make some that work for hotels, others for apartments, and a few for high density business areas. That will allow reasonably good highrise strips along a main road or highway.
Nearly finished a new coffee shop, and I plan to add more like it, maybe mini-supermarket, maybe a club with a rooftop patio, who knoooowwwws.
So I completed the map (from the snippet above) but then I did a test game, which was surprisingly interesting, and decided to make a bigger version. It shows off a bunch of new elements and general possibilities...
PS. for some reason the map renderer has stopped outputting the red squares for starting positions like it used to, and I've tested the options on and off with no apparent change.
You cannot post new topics in this forum You cannot 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