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USA Command Center
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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Mar 30, 2023 4:19 pm    Post subject:  USA Command Center Reply with quote  Mark this post and the followings unread

The US Command Center is a large building, and its a bit tricky getting it to fit in right with YR.  So I'm experimenting with a few different layouts.  the gif has an enormous 5x5 structure, and then I've chipped it down to 5x4, and then two 4x4 options.



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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Mar 31, 2023 6:35 am    Post subject: Reply with quote  Mark this post and the followings unread

I like the larger 5x4 version, 4x4s looks incomplete without the extra parts on the side & 4x4b looks to squished together IMO.

The anim for the radar dish has acceleration/decceletation at the start/end, I'd recommend turning that off so it rotates at a consistent speed.

Having the dozer deliver the crate is a really nice touch Very Happy

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wardeathfun
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Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sat Apr 01, 2023 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think that it looks really impressive and is laid out well as 5x4. As a bonus, it is unique for one more reason because of it. I think it looks good as 4x4, but the bigger one just really looks like a command center.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun Apr 02, 2023 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Going to stick with the 5x4 one.  Updated the dozer anim to place the crate on a trap door.  Now to do a buildup...



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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Apr 02, 2023 7:44 am    Post subject: Reply with quote  Mark this post and the followings unread

I would add more detail to the door, it looks like a simple gradient.

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Sun Apr 02, 2023 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

pretty good. looks like you need to set the interpolation on the satellite anim to
linear from bezier. also, your dozer animation has different lighting than the building

try using the ini tag 'ZShapePointMove=' to fix that clipping issue with the bottom of
your building

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DaFool
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Joined: 07 Nov 2006

PostPosted: Thu Apr 06, 2023 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Still tweaking some details, but testing out a deploy anim



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GREEN
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Joined: 26 Dec 2016

PostPosted: Fri Apr 07, 2023 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks cool. does it work for tibsun too

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Apr 08, 2023 3:26 am    Post subject: Reply with quote  Mark this post and the followings unread

This is for my YR mod



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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Apr 09, 2023 10:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, the damage looks more like melted plastic then concrete & steel :/ I'd recommend putting actual holes in the model instead of just warping the geometry.

I did this for my models by simply subdividing the mesh & then randomly deleting small sections to add damage.



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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Apr 10, 2023 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I see it.  The original model has a deform in it like a very heavy pole fell on the top of the main structure and I tried to recreate it, but a little more craftsmanship is called for here.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Apr 10, 2023 8:58 am    Post subject: Reply with quote  Mark this post and the followings unread

*Plays game of Zero Hour*

Ah yeah I can see what you were aiming for now, If you want to make the damage accurate to the original game then it looks good. I think you have the skills to make it look a lot more interesting though, but it's up to you.

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Mon Apr 10, 2023 9:38 am    Post subject: Reply with quote  Mark this post and the followings unread

i suggest using booleans to make some big holes in the structure, and
then placing broken walls and junk inside the hole so players can see
the inside of the ruined building. dont be hesitant to really demolish it

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Apr 17, 2023 2:53 am    Post subject: Reply with quote  Mark this post and the followings unread

I'll come back to the damage frame.  Blender has a plug in that I've used before called "Cell Fracture" which is a quick and easy way to take chunks out of a mesh.  Anyways, I've turned my eye to the power plant.  The foundation wasn't exactly 2x2 or 2x3, so I'm playing with proportions/scaling to see what looks right.  Need to make the big block of concrete in the middle more interesting, but its coming together



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G-E
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Joined: 09 Feb 2015

PostPosted: Mon Apr 17, 2023 4:40 am    Post subject: Reply with quote  Mark this post and the followings unread

My first question is what is the power source/type that represents? I mean it's not nuclear, and it's not petroleum based, sooo what is it? Some electric eels in a tank? Radioactive algae? Some guys furiously jerking off to porn?

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McPwny
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Joined: 29 Jan 2018

PostPosted: Mon Apr 17, 2023 5:02 am    Post subject: Reply with quote  Mark this post and the followings unread

nuclear fusion

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Tue Apr 18, 2023 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

"Cold Fusion Reactor" so magic I guess



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DaFool
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PostPosted: Thu Apr 27, 2023 2:36 am    Post subject: Reply with quote  Mark this post and the followings unread

moving on to the barracks



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McPwny
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Joined: 29 Jan 2018

PostPosted: Thu Apr 27, 2023 2:40 am    Post subject: Reply with quote  Mark this post and the followings unread

well hey, thats pretty good

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DaFool
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Joined: 07 Nov 2006

PostPosted: Sun Jun 25, 2023 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

US war factory reimagined



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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Jun 27, 2023 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pretty good, but you should add some ambience, like spinning safety lights when it opens or a puff of smoke from the chimneys.

Also what are those two panels on the side?

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DaFool
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Joined: 07 Nov 2006

PostPosted: Tue Jun 27, 2023 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Generals war factory had two side doors with conveyor belts leading into them.  I just made them side doors to add a little more visual interest to that side.  Smoke is a good idea, and that's only a few lines of code.



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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Wed Jun 28, 2023 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

My only criticism of the factory is that the ladder on the side of the building looks oversized & out of scale with the rest of the rest of the building's elements. I'd suggest making it half the width & double the amount of steps. Other then that it looks great & fits nicely with the other buildings Smile

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DaFool
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Joined: 07 Nov 2006

PostPosted: Sun Jul 09, 2023 1:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Keeping them coming



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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Jul 09, 2023 2:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Pretty good but can you actually use it as a combo helipad/airport? I mean it seems more like a civilian structure/decoration.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jul 09, 2023 4:06 am    Post subject: Reply with quote  Mark this post and the followings unread

By default aircraft face north-east when they land so it might look better if you flip the building the other way around so the aircraft line up with the runway.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Jul 15, 2023 12:59 am    Post subject: Reply with quote  Mark this post and the followings unread

My modding partner wants to start with the full size, but I think I'll make a modified version that cuts most of the tarmac and helipad and is squeezed into a 3x3 structure.  But I do like having the full sized one for mission maps to make AI bases look better.

We're using a couple engine extensions, so the aircraft facing seems to be worked out.

Redoing the Command Center damaged version and then onto the Strategy Center

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Jul 28, 2023 2:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Strategy Center



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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Jul 28, 2023 4:32 am    Post subject: Reply with quote  Mark this post and the followings unread

I like it!

I might suggest moving the remap elsewhere though, since you are putting something else on top of it.

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206UE
Missile Trooper


Joined: 07 Jan 2010

PostPosted: Fri Jul 28, 2023 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree, these are excellent. You did a good job on them.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Jul 29, 2023 1:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

, these are excellent. You did a good job on them.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Wed Aug 02, 2023 2:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you, just a few more left!



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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Aug 02, 2023 2:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Umm why would the damaged version have sandbags? That isn't consistent with WW art...?

Also it might be a small thing but I would fill the hole in the front room where you have background showing through the roof, it doesn't appear to be a spot where you'd see through.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Wed Aug 02, 2023 3:00 am    Post subject: Reply with quote  Mark this post and the followings unread

There are four different versions of this building, I was particularly happy with with sandbag one.  As for the blue bleed through, that will be fixed in SHP builder.



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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Aug 02, 2023 3:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh I see, although the roof sandbags would make more sense on the last set with the comms equipment...?

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DaFool
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Joined: 07 Nov 2006

PostPosted: Wed Aug 16, 2023 3:44 am    Post subject: Reply with quote  Mark this post and the followings unread

The detention center - featured in Generals and then dropped in Zero Hour.  Spot light is a work in progress - I wanted to give it some sort of animation to look more alive.



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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Aug 16, 2023 6:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Very good, aside from the spotlight, it's too small to see what's going on but looks weird.

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Wed Aug 16, 2023 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

How do you plan to use it, grinder, reverse engineer, generic tech building?

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Wed Aug 16, 2023 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, still working on improving the spotlight.  Might even render it as 4x4 for some mission maps.

Right now its something of an extra tech building, with some support powers tied to it.  They got rid of it in ZH since it was kinda useless, or at least redundant, but I still want to make the whole set.



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DaFool
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Joined: 07 Nov 2006

PostPosted: Fri Sep 29, 2023 4:14 am    Post subject: Reply with quote  Mark this post and the followings unread

still chipping away



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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Sep 29, 2023 4:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Looking good, the pulsating light is a nice touch Smile Really looking forward to playing your mod once it's done.

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206UE
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Joined: 07 Jan 2010

PostPosted: Wed Oct 11, 2023 7:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Which camera angle are you using? I can't get it aligned.

How is your art so good? Your blender 3d program is like a really bad drug trip. I can't get any of the angles to line up right...

(A year later)
I was wrong. It's not like a bad drug trip.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Tue Oct 17, 2023 2:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I use DonutArnold's blender template, it sets up the camera and all the render stuff for you.



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