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[CnP]Chrono Ore Collection Yard [RA2]
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xuetianyi
Medic


Joined: 03 Aug 2007
Location: China

PostPosted: Thu Dec 19, 2019 12:05 pm    Post subject:  [CnP]Chrono Ore Collection Yard [RA2] Reply with quote  Mark this post and the followings unread

Chrono Ore collection yard

it does not refine ore, but uses the Chrono technology to transfer the ore to other places for cash.

Two to Four of the "activeanim" of the Ore Refinery serves the "ore storage". So, I can only use "SuperAnim" to trigger more animation.
The playback time of "special anim" of "Ore Refinery" is too short. I can only use AE to play "EAREFN_BigBall" completely.



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earefn.zip
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 Downloaded:  689 Time(s)


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Last edited by xuetianyi on Fri Dec 27, 2019 7:11 am; edited 4 times in total

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Dec 19, 2019 12:49 pm    Post subject: Re: [CnP]Two new buildings Reply with quote  Mark this post and the followings unread

xuetianyi wrote:
it does not process the ore, but uses the Chrono technology to transfer the ore to other places.

Imagine how convoluted ore processing must be for this faction if it's cheaper for them to build a friggin Chronosphere that bends time and space (and would probably need several kilowatts worth of power in real life) instead of another processor.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Fri Dec 20, 2019 12:46 am    Post subject: Reply with quote  Mark this post and the followings unread

this is freaking awesome looking

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this place is horrible ...

smells like balls ...


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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Wed Dec 25, 2019 5:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Excellent graphics, but I'd work on the build-up shadows a bit more.

Would make for a good chrono war factory.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 25, 2019 8:31 am    Post subject: Reply with quote  Mark this post and the followings unread

A very good model and building.
Too bad it doesn't cast any shadows at all on itself, thus looking quite artificial/unrealistic/flat.
With some proper shadows, it would really pop and give you a much better impression of depth and size.

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xuetianyi
Medic


Joined: 03 Aug 2007
Location: China

PostPosted: Fri Dec 27, 2019 5:43 am    Post subject: Reply with quote  Mark this post and the followings unread

You're right. I did ignore some shadows.
How does it look like this?



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earefn new.zip
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 Filename:  earefn new.zip
 Filesize:  204.24 KB
 Downloaded:  247 Time(s)


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Dec 27, 2019 8:27 am    Post subject: Reply with quote  Mark this post and the followings unread

hmm, are these really rendered shadows? The shadow of the arc in the front looks way softer than other shadows, thus not fitting the general shadow style.
The arc shadow also looks like a straight line instead of following the curvature of the arc.

Why do you disable shadows for certain parts in the first place? Enable shadows for everything and let the renderer do its job.
Especially in the buildup anim the lack of shadows for every single part is noticeable.

The 2 small boxes on the front don't cast any shadow as well in the shadow frame.

The yellow light inside the building was a nice detail though. Removing that for some shadow may not be that good (except the glow now only appears when unloading a harv)



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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Dec 27, 2019 10:15 am    Post subject: Reply with quote  Mark this post and the followings unread

These are c'n'p, not rendered from 3D.

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xuetianyi
Medic


Joined: 03 Aug 2007
Location: China

PostPosted: Fri Dec 27, 2019 10:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
hmm, are these really rendered shadows? The shadow of the arc in the front looks way softer than other shadows, thus not fitting the general shadow style.
The arc shadow also looks like a straight line instead of following the curvature of the arc.

Why do you disable shadows for certain parts in the first place? Enable shadows for everything and let the renderer do its job.
Especially in the buildup anim the lack of shadows for every single part is noticeable.

The 2 small boxes on the front don't cast any shadow as well in the shadow frame.

The yellow light inside the building was a nice detail though. Removing that for some shadow may not be that good (except the glow now only appears when unloading a harv)


All shadows are hand drawn, so there will be many omissions and mistakes. This is a "CNP" building.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Dec 27, 2019 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ooh, C'n'P? I haven't noticed that, sorry.
Makes it even more impressive for a cut and paste job.

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Thu Jan 02, 2020 8:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Man, I swear you set a new bar for C'N'P work. I wouldn't have been able to tell this was fully CNP without you telling me. It looks that good.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Jan 03, 2020 1:01 am    Post subject: Reply with quote  Mark this post and the followings unread

RAO did open a new world for c'n'p :C :N #Tongue

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Berkut
Vehicle Driver


Joined: 15 Apr 2016
Location: argentina

PostPosted: Fri Jul 24, 2020 11:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow! A new Faction!

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