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War Factory
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Nov 24, 2009 3:51 am    Post subject: Reply with quote  Mark this post and the followings unread

The foundations TS allows are: 0x0 6x4 3x4 4x4 5x3 2x5 2x6 1x5 1x4 4x3 3x1 1x3 3x3(Refinery) 4x2 3x5 3x3 3x2 2x3 2x2 1x2 2x1 1x1.

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jerry32j
Cyborg Engineer


Joined: 13 Jan 2008
Location: I am GDI! I am multiple people!

PostPosted: Wed Nov 25, 2009 1:31 am    Post subject: Reply with quote  Mark this post and the followings unread

0x0???

Nice. An etheral structure. xD





Well I guess that helps. Now my large structures can be shaped to something bigger than 4x3, now that I see that there is a 3x5.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Nov 25, 2009 2:11 am    Post subject: Reply with quote  Mark this post and the followings unread

0x0 means that there is no foundation, ie. units can pass through it whenever they want without navigating around the foundation.

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Wed Nov 25, 2009 7:41 am    Post subject: Reply with quote  Mark this post and the followings unread

i.e. invisible light posts?

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jerry32j
Cyborg Engineer


Joined: 13 Jan 2008
Location: I am GDI! I am multiple people!

PostPosted: Thu Nov 26, 2009 3:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh I hate those. The units aren't affected, but my building cells are.

1x1 foundation with no pathfinding blockage is more like it.

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sat Dec 12, 2009 8:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated with a WIP

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Dec 12, 2009 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

It doesn't look like there is enough internal space for the unit to fit into it :/

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Dec 12, 2009 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

It doesn't #Tongue

Quote:
Vehicles are assembled in an underground assembly center and raised to the surface after completion and factory exit.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Dec 12, 2009 10:12 am    Post subject: Reply with quote  Mark this post and the followings unread

They still have to fit inside of it once they're raised to the surface. Unless the whole front of the building opens like one big door while the elevator is bring the unit up I don't see how they would physically fit.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sat Dec 12, 2009 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I think the middle part and the door need to be larger. It doesn't quite look like it's undergound-based.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Dec 12, 2009 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nod units are, without exception, low to the ground and sneaky.

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Sun Dec 13, 2009 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like the design, very much even. If all the units you're making will come out of it realistically, then it's good. If not, you can always let the front ground panel lower a bit during opening, so that is gives the impression of the unit coming from underground and riding a bit uphill.

Oh, and, don't change the hexagons on the side. I love them. They're really the finishing touch.

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sun Dec 13, 2009 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, right. I wount. Wink

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specter
Vehicle Driver


Joined: 08 Dec 2009
Location: Nod Outpost Redzone...

PostPosted: Sun Dec 13, 2009 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ingame screen ?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Dec 13, 2009 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Indeed. One might come along in a few minutes...

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specter
Vehicle Driver


Joined: 08 Dec 2009
Location: Nod Outpost Redzone...

PostPosted: Sun Dec 13, 2009 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Waiting impatiently : )

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Dec 13, 2009 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Dudeinabox
Commander


Joined: 03 Dec 2008
Location: Your Mum Dragons: Lame

PostPosted: Sun Dec 13, 2009 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very nice but...seriously WHAT THE ztype is up with the size?

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Mon Dec 14, 2009 12:03 am    Post subject: Reply with quote  Mark this post and the followings unread

OH HEY! I died. Excellent.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 14, 2009 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

The textures and details look great and fit very well to the other TO Nod buildings.

But as said before it looks a bit "flat". Like someone used a 50% scale modifier on the z-axis. (even the details on the back support this as the exhaust are in a quite low angle too, compared to the concept)
The lighting could be also improved a bit to enhance more the shape by adding better/stronger shadows and reflections.
I also miss the hexagons of the previous version. Though the space on the side around the vent opening should be enough to still add them, which in addition looks a bit empty right now.

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specter
Vehicle Driver


Joined: 08 Dec 2009
Location: Nod Outpost Redzone...

PostPosted: Mon Dec 14, 2009 7:05 am    Post subject: Re: War Factory Reply with quote  Mark this post and the followings unread



Sexy Smile

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Mon Dec 14, 2009 7:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I also feel that it is a bit flat.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Dec 14, 2009 7:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Over all the Nod units are quite flat so this isn't a huge problem for them, on the other hand CABAL's Guardian may have a bit of trouble (as is the GDI Ares has some issues with the GDI WF roof, and the GDI WF is quite tall anyway).

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Mon Dec 14, 2009 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I am getting p..

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Dec 14, 2009 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is ridiculously squished, the devils tongue will have problems getting out that door.
It's a beautiful model non-the-less.

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!DarkRose
Commander


Joined: 13 Aug 2006
Location: U.K, Birmingham

PostPosted: Mon Dec 14, 2009 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah its very flat, need to be taller, much taller.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Dec 14, 2009 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

While we are at it... is it just me or are those buildings really washed out, they could do with more contrast to bring out the details.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Dec 14, 2009 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not just you. Besides, they seem to lack any shadow what-so-ever. Other than that, and the forementioned flatness, it's great.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Dec 14, 2009 8:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd like to see a Nod faction in a mod that follows TD designs instead of the sleak black style. I always liked those old TDesque Power Plants...

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blubb
General


Joined: 31 Jul 2005

PostPosted: Mon Dec 14, 2009 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

the flatness is good, i always hated the cubic design of the normal warfactory, this one is perfect styled imo.

and too much contrast isn't good, i don't want them to look like the TI models wich look like plastic.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Mon Dec 14, 2009 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is flat, yes.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Dec 14, 2009 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

....power plants? TD power plants? Allow me to burst to laugh.

I would understand the HoN, but pps......

And thank you for the great compliments, Blubb.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Dec 15, 2009 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

blubb wrote:
and too much contrast isn't good, i don't want them to look like the TI models wich look like plastic.


It's not like we're in competition here you know, you shouldn't compare everything you do to our material. Confused
(I disagree by the way, our models are beautiful in my opinion)

As for the flatness, it's good for a change but it's not going to be very good when you realize almost every voxel for Nod will appear through the roof before exiting the door.

Quote:
While we are at it... is it just me or are those buildings really washed out, they could do with more contrast to bring out the details.


You're not alone I can see it too, a bit more detail on those plain grey textures wouldn't harm anybody.

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blubb
General


Joined: 31 Jul 2005

PostPosted: Tue Dec 15, 2009 5:39 pm    Post subject: Reply with quote  Mark this post and the followings unread




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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Tue Dec 15, 2009 5:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

But... The hexagons are gone on this one! Crying or Very sad

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Audiopulse
Railgun Soldier


Joined: 08 Jul 2006
Location: in your closet... Post = true

PostPosted: Wed Dec 16, 2009 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree with those saying that it looks washed out. The model is of high quality - no question - but Ive been suggesting over and over again to add red light seemingly coming out from inside the building at some places, making it look like it had an intense red glowing core. Some spotlights beneath that "outer shell" right next to the blast door for example could light that exit-area and make it possible to keep the black shadowy style and yet show some details.

If theres one thing Id really like to ask for - please, folks - someone actually use and implement that suggestion. Ive been reminding of that Detail over and over again and everytime I brought it forth people agreed, but noone even cared to actually do it. It is quite tiresome to be honest.

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blubb
General


Joined: 31 Jul 2005

PostPosted: Wed Dec 16, 2009 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

what core? it has no core, it has 2 exhaust pipes and a filter system for the underground-vehicle contruction facility

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Dec 16, 2009 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Audiopulse wrote:
I brought it forth people agreed, but noone even cared to actually do it. It is quite tiresome to be honest.

The problem, Audio, is that a red glow from the structures is not only difficult not to overdo the red glow, but also extremely technically demanding with the TS palettes. While it may be possible, truthfully I don't believe that brilliant glowy graphics are as important as solid, new gameplay.

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Audiopulse
Railgun Soldier


Joined: 08 Jul 2006
Location: in your closet... Post = true

PostPosted: Wed Dec 16, 2009 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Audiopulse wrote:
I brought it forth people agreed, but noone even cared to actually do it. It is quite tiresome to be honest.

The problem, Audio, is that a red glow from the structures is not only difficult not to overdo the red glow, but also extremely technically demanding with the TS palettes. While it may be possible, truthfully I don't believe that brilliant glowy graphics are as important as solid, new gameplay.


True, but its not helping it. The Warfac and other buildings of Nod just tend to blend completely in the dark Background. Not to mention that there are no Details visible without popping your eyes at the Display. Make Compromises. If the red glow isnt possible - make a simple whitish one. Itll do. Noone demands a Christmastree that produces tanks - some faint lights spending only a little white/cold light might do as well.



blubb wrote:
what core? it has no core, it has 2 exhaust pipes and a filter system for the underground-vehicle contruction facility

Das war bildlich gesprochen, um sich besser vorstellen zu können was ich meine. Auf dem Render vom Nod Powerplant wurde dieser Glow sogar eingefügt (Wenn auch viel zu schwach meiner meinung nach), aber nie ins SHP umgesetzt. Etwas Beleuchtung ist meiner Meinung nach einfach notwendig weil das gesamte Gebäude sonst zu einem einzigen dunklen Quadrat verschwimmt - was ne ziemliche Verschwendung des sonst ganz stylishen Designs wäre.



Edit:

Heres a quick Mockup I made. The Powerplant doesnt look that good - I added small spotlights highlighting the Nod-logo.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 16, 2009 11:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

damn, that mockup looks great.

Though unfortunately do alphalights have bugs when being stealthed and i don't see another way to make it glow in the dark with a soft color transition.

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blubb
General


Joined: 31 Jul 2005

PostPosted: Wed Dec 16, 2009 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

why not make it an optical illusion?
scrap the alpha lights, convert the "glowy" warfac that you polioshed in PS into the shp builder directly so that it takes colours from the grey palette. its looking like a light then, but in reality the highlight spots are just colours from the palette light grey.

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Wed Dec 16, 2009 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't have alphalights affecting the building, but many buildings like the conyard use active animations for that, no need for alphalights that ruin stealth...

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Audiopulse
Railgun Soldier


Joined: 08 Jul 2006
Location: in your closet... Post = true

PostPosted: Wed Dec 16, 2009 11:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Even better - make the damaged warfac flicker.

Is the active Anim also affected by palettelimitations?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Dec 17, 2009 2:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow. Audio, that white mockup looks better than the one with the red - it plays off the high-tech look rather than the menace. Smile

How much work would be required to make this work, do you think?

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Thu Dec 17, 2009 6:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Woah, nice model, and nice mockup!

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu Dec 17, 2009 8:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Why does everything look fuzzy and out of focus? Why is that WF so flat? You know voxels aren't going to exit without poking through. And it appears to be out of the TS isometric perspective, too angled.

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Audiopulse
Railgun Soldier


Joined: 08 Jul 2006
Location: in your closet... Post = true

PostPosted: Mon Dec 21, 2009 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I disagree. Also, the flat shape has been explained several times before. Read the previous posts, please.

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Mon Dec 21, 2009 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

LEAVE MY WAR FACTORY ALONE!

Is is on the right angle ,it is not fuzzy. You even dont know what you are talking about.

You just talk, S(*&.

Go and make something better. Confused And then after comeback with your demands.

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Audiopulse
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Joined: 08 Jul 2006
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PostPosted: Mon Dec 21, 2009 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

huh?! woah. Vefbl haz bad mood

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Dec 22, 2009 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

vefbl4 wrote:
LEAVE MY WAR FACTORY ALONE!

Is is on the right angle ,it is not fuzzy. You even dont know what you are talking about.

You just talk, S(*&.

Go and make something better. Confused And then after comeback with your demands.

Wait, is this towards the general public, or the ones who like/suggested the white lights?

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