Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Wed Jan 15, 2014 6:28 pm Post subject:
I second what Omega and Deformat say about the Nod Airfield(s). Best bet is ditching one of the towers, then they look a lit less repetitive. QUICK_EDIT
Nod refinery has GDI attributes, by this I mean, the stripe color and the GDI pavement. Nod helipad is way too clean. _________________ Lost Relic[mod] Lost Relic[game] QUICK_EDIT
I don't think it needs more remap... GDI one is pretty fine while Nod one could actually use less remap and some of those remap areas use more solid black look for Nodish outlining perhaps than just light grey. QUICK_EDIT
I really like the art style. Also the clear distinction that GDI has edgy borders while Nod looks more round, organic and alien. The construction yard fit perfect to your architectural theme. QUICK_EDIT
personally i think the original TS design should be used for Nod
http://www.cybergooch.com/pages/tibsunarchive/constyard.htm
(even if the renders show it as GDI).
I think it fits with there other buildings such as Refinery and Silos etc
This is certainly a good design GDI _________________ QUICK_EDIT
UI concepts for Rewire
Dunno, I guess they look pretty crappy, I'm stuck with no ideas on how to design a UI that keeps the original TS style but looks more complex like RA2's, maybe someone has some ideas?
Even tho these are official concepts for Rewire, please keep the discussion about them in my thread.
http://www.ppmsite.com/forum/viewtopic.php?p=504088#504088
Thanks! _________________ Tiberian Dawn, Red Alert, Tiberian Sun ,Red Alert 2,Renegade, Command & Conquer 3,Tiberium and Tiberium Wars and Westwood related image & video archive
https://picasaweb.google.com/113361105083292812413?noredirect=1
Skype live:tomsons26
Don't forget to state who are you otherwise i'll ignore the invite QUICK_EDIT
UI concepts for Rewire
Dunno, I guess they look pretty crappy, I'm stuck with no ideas on how to design a UI that keeps the original TS style but looks more complex like RA2's, maybe someone has some ideas?
Even tho these are official concepts for Rewire, please keep the discussion about them in my thread.
http://www.ppmsite.com/forum/viewtopic.php?p=504088#504088
Thanks!
While working on the GDI loadscreen Gangster reminded me that RA2 has 8 players max and that means 8 load bars so i had to tweak both of the UI's.
The designs were loosely based on the UI's that can be seen in the FMV's
small typo it's "retrieving" with ie.
None the less very nice work. Detailed, yet not too overloaded. _________________ SHP Artist of Twisted Insurrection: Nod buildings
wouldn't porting to openra just mean new ways of coding
to me it looks just too messy comparing to ts/ra2 ini
Our team member KatzSmile have offered me a full support in future porting RW if needed.
We also have discussed a possibility of creating new IP:
Openra was initially designed for mods and modding. It's unusual to have traits instead tags but in the end it feels more flexible than YR.
Plus here a full 24bit RGB support with Alpha channel, via PNG in future.
And ability to code all required but missing logic with C#.
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_________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
I have a question Ganster, are you or are you planning to recreate all the campaign maps as a part of the mod? I just want to say imp.. I wouldn't putt much effort towards that because that would take a long time to do and the mod release date off much further. It wouldn't hurt for example to make the first 3 GDI and 3 NOD campaign maps for just the 1st or a custom campaign maps, this is JUST my opinion i'm not trying to push anything. QUICK_EDIT
Beautiful. I recommend you render the EMP turret as a voxel, as the SHP turret is fixed in a certain angle and looks weird depending on how far you shoot the ballistic projectile. Same applies to the Laser Turret, although the problem is not so visible there I believe (unless you build it on a cliff or so). _________________
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Mon Apr 07, 2014 12:28 pm Post subject:
Crimsonum wrote:
Beautiful. I recommend you render the EMP turret as a voxel, as the SHP turret is fixed in a certain angle and looks weird depending on how far you shoot the ballistic projectile. Same applies to the Laser Turret, although the problem is not so visible there I believe (unless you build it on a cliff or so).
Buildings can't be built upon cliffs. Voxel turrets are not so detailed and I would use shp turrets unless it's something that can change it's angle a lot. _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
Buildings can't be built upon cliffs. Voxel turrets are not so detailed and I would use shp turrets unless it's something that can change it's angle a lot.
Have you observed the EMP cannon in TS? Yes, the angle at which the projectile flies of depends on how far you shoot with the thing. The voxel turret turns accordingly around the horisontal axis.
By cliffs I meant building next to a cliff tile, i.e. on a hill, so that the laser turret is shooting down in a deep angle. _________________
Firing to be exactly can be done with SHP Turrets IF you make sure the Turret is absolutely centered.
Otherwise I kinda prefer SHP Turrets if given the choice. The only reason you'd use Voxel Turrets is if you want the funky "rotating" Barrels like the Gatling Cannon,A Turret on a non-symmetrical building (I.E: The Tech Outpost) or the Recoiling Barrel of the Grand Cannon _________________ ~ Excelsior ~ QUICK_EDIT
Firing to be exactly can be done with SHP Turrets IF you make sure the Turret is absolutely centered.
non-centered SHP turrets can be done and work perfectly fine too.
Only on units they have to be centered, on buildings you are free to place them anywhere.
In case of the EMP cannon, a voxel turret (or more precise voxel barrel) that is capable of tilting is in this case indeed preferable. And the TS EMP voxel turret wasn't that bad looking too.
Orac wrote:
Are there any tags in YR that can control the maximum arc of a projectile?
Something i really miss in TS (and RA2) is the opportunity to create a fixed firing angle and then have the weapon change the projectile speed according to the range.
The game only allows a fixed projectile speed and then changes the firing angle to match the range. _________________ SHP Artist of Twisted Insurrection: Nod buildings
The EMP cannon SW doesn't work in RA2, so are you going to make it like a defence with a long reload, or are you just going to wait & see if the logic is added to Ares in the future? _________________
Mig, currently I use both listed methods. Generic Warhead for human emp cannon and base defense version for AI. I will replace GW SW as soon as Alex release EMP cannon SW.
Regarding voxel turrets. Thanks for suggestions but...
Not going to happen. I am not a voxeler. I can't make voxels,
I hate working with voxels. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
not to mention... who in the world ever observes EMP turret fireing ?
user is mostly busy to watch the map and aim+shoot
People with big enough monitors? You don't shoot the EMP that far, most of the time.
Gangster, there is at least a 3ds-to-vxl conversion tool somewhere, I've seen it produce very good results. It's just a suggestion, but if you do convert it and think it needs fixing/editing, I can help with the voxel. _________________
Someone correct me if I am wrong, but I am pretty certain that the whole voxel turret/barrel automatic angle adjustment logic does not exist in RA2/YR, and because of that, SHP turret is a better option for buildings since voxel turret wouldn't offer any benefit over it in most cases. _________________ QUICK_EDIT
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