Looks good, but I doubt those trees should be visible trough that structure.
I dont know what to do with this. My custom SHP somethimes causes overlaping problems. Even uncompressed ones. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Sep 01, 2013 9:37 am Post subject:
I am not sure but it's some kind of tag you must use in the art (ZAdjust, hell I dunno anymore) afaik. Better ask LKO as he's the local king of SHPs QUICK_EDIT
Initially I'd say lower the NormalZAdjust value of the civilian structures, but although that'd solve the issue with the trees, it wouldn't solve the issue the issue you're seeing in the bottom-left corner of this image:
Are you using AttachEffect.Animation or a single-frame active animation or something? The side of the building doesn't overlap the building below it, so it looks like it's actually an attached animation with a too low ZAdjust value which is doing the overlapping there.
Assuming the code off all civilian structures is the same, could you post the code of a single civilian structure here, along with all related animations and such (if there are any)? _________________ QUICK_EDIT
If anyone had and same idea of ra2 scaled ts on openra engine like yours I would gladly share RW content with it. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Since I don't have your current build of RW I can't quickly test this, but my guess is that CanBeHidden=False is to blame. Try changing that to true. _________________ QUICK_EDIT
I doubt i know anything more than you. Especially in RA2 coding i'm very unexperienced.
According the building, the code looks fine. Only the DemandLoad=true key gives me a little headache, when i see the trouble that it causes in TS (though it could work better in RA2).
Right now i would guess it's more a problem of the trees.
Maybe a wrong setting for TemperateOccupationBits/SnowOccupationBits, thus the tree is either too low or high rendered. But don't ask me how this key works (or if it is still used or even exists in RA2), as i've never tested it.
btw, fantastic work on this mod. The graphical quality is amazing. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Sep 01, 2013 8:20 pm Post subject:
DemandLoad is ignored in RA2.
I would more guess that OccupyHeight and Height should be equal and 5 seems small for the building tbh. _________________ "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
I would more guess that OccupyHeight and Height should be equal and 5 seems small for the building tbh.
I've made thous equal but no.
I have to add that overlapping doesn't happen all the time. If I put garrison inside or scroll screen away, shp got redrawn, and everything work as it should for some time.
Could it be Ares? Custom palette side effect? Or was there changes in way how YR handle with layers?
another guess, canvas size of image. Should it have specific sise for all kinds of foundations? _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Sep 01, 2013 9:28 pm Post subject:
Sounds pretty much ZShape... to me.
http://www.ppmsite.com/forum/viewtopic.php?p=423080#423080 _________________ "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
@Gangster: if that happens again, let the ingame menu appear and check if the layers are then drawn correct as soon as the menu shows up.
If that happens and together with your description of the updating layers when scrolling/occupying,
it sounds more like a compression issue.
How do you created the SHPs? SHP Builder or XCC Mixer?
Try creating them with the other tool. Sometimes SHP Builder and Mixer create them different even if the compression is the same.
Height= is afaik only used for aircraft, so they know how much they have to rise when moving over it and for the building selection box. It is not used for any rendering and layer-sorting (at least in TS).
What is your canvas size? I usually follow WWs example of using a multiple of 48pixel for x and y and then as small as possible. _________________ SHP Artist of Twisted Insurrection: Nod buildings
It turns out that the compression of the buildings was indeed the issue. I just tried resaving ctcity06.shp, ctcity08.shp and ctcity10.shp with OS SHP Builder while having 'Auto Detect Best Compression' selected in the preferences and inserted those SHPs back into expandmd22.mix.
Now when viewing these buildings on the 'Second Encounter' map the guard rail is no longer visible through the Warehouse, the corner of the Urban Housings is no longer visible through the Liquore Store and my units are no longer visible through that big "YEO-CA Cola Corp." building. _________________ QUICK_EDIT
@Bittah
I did resaved thouse with Compression 1 Only before post any screenshots.
But I have just made same thing as you anyway and my results is even worse. With Auto-detect all my buildings ALWAYS showing objects behind. See screenshot.
@LKO
I use XCC Mixer to convert stuff and resaving with SHP builder. But ll try to do everything in SHP B for next test.
Canvas have a some random size. Never thought it might be important. CACITY07B is 264x216. Considering YR tiles is 60x30 and building foundation is 2x3
Untitled-2.png
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_________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
You should use AutoDetect for Normal Frames & 1 for Shadows genericly (in SHP Builder) to save buildings as this will avoid every issue related to saving the shp as far buildings go IMO.
Like... Shadow cuts/Overlap layer issue typically, else its left to ini coding.
Normal autodetect defaults using compress 3 which is a must on the actual building frames.
Can't use compress1 on building frames or units show thru it like as if it wasn't there.
To be safe, should trim down the canvas size to only needed sizes as game considers canvas size as drawing box generally to my understanding and excess may pose further issues. QUICK_EDIT
i cropped ctcity07b by -25 in all directions and the issue went away, but it could be also because my save setting is force compression 3
Gangster i noticed you haven't done the buildups, need any help on that?
Hey, mate. Compression 3 indeed helped! I have been running game for 15-20 minutes and havnt had any problems so far. Even major "Titan vs YEO-Cola" problem gone. Thanks!
And yes! I mean YES! I do need another pair of hands for that job! I will upload everything I have so far to a Source forum and will continue updating it in future. Feel free to fill a gap or two.
@ApolloTD
How to re-save shadow frames with 1? _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Get a beta SHP Builder, it'll be the Loading & Saving tab. _________________ "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
@Gangster:
Strange... Maybe auto-detect picked compression 1 for you for some reason. Possibly you're using an older version of OS SHP Builder?
To re-save SHPs so that the normal frames use compression 3 and the shadow frames use compression 1 you normally choose the last 'Saving Files' option; "Auto Detect for Normal Frames & 1 for Shadows". _________________ QUICK_EDIT
Some of those voxels look somewhat pixelated for some reason (like they were resized or something); these being the APC, the Mammoth Tank, the Titan (why wasn't it made as an SHP?), the MRV, the mutant jeep (I'm guessing that's what it is), the battle bus, the Disruptor's turret (the disruptor itself could possibly use a more visible texture) and possibly also the Tick Tank (it's hard to make out the details of the front of the unit).
Do they also look like this in YR (or TS)? From what I've seen in TS, making the voxel a lot bigger than it actually needs to be and then sizing it down via the HVA normally makes it look a lot smoother. _________________ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Dec 12, 2015 12:29 am Post subject:
The Disruptor is clearly WIP. The Titan is VXL because OpenRA renders voxels as 3d objects pretty much which means unlimited amount of facings -> smooth turning - although something's odd with that one's shadow I acknowledge. IIRC voxel barrel recoil is also already supported at this point so really, there's no reason of using an SHP for that one - art style consistency also vouches for VXL. The APC is among the best here, the details would bleed into each other all over the place in TS/YR - that's what you call smoothing, but I'd call quality degradation. The Tick Tank and the MRV looks too smooth only due to the remap being grey on the preview imo. Also, the TD Attack Buggy - what you call mutant jeep - is fine (maybe just a bit falling into the same grey-remap-blends-details) issue.
Notsure on what normals Erastus is using, but some of the hard edges (dark pixels) are coming from using too harsh normals. The RA2 normal range is definitely a better choice for OpenRA usage compared to TS (in any case). I would also suggest a bit tweaking on the LightAmbientColor and LightDiffuseColor tags a bit to increase the contrast and decrease the glow a bit, but the assets themselves - excluding the obviously-WIP Disruptor - are completely fine. _________________ "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
I have to agree with Bittah, the larger voxels looks horribly blocky and IMO look worse for what they are than the original TS graphics or the earlier smaller RW voxels. I'm not sure if this is limitations of the voxel format showing in the larger format or limitations of the artist?
Are these hand drawn or converted 3D models? To me they look like a pixel art artist tried to work on an image that was too large and would better have been done as vector art or a render only wrought in 3D. The smaller voxels like hte buggy and bike look fine in comparison. QUICK_EDIT
Awsome work I cannot believe those close close ups on the other page it's unbelievable work I can't wait to see more I always come back here to check for new posts QUICK_EDIT
Started on putting tib to game. Made it very draft for now because were mainly testing XY offsets and some changes in its code. Single patch with no custom palette yet.
tiberium initial.png
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_________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Wed Dec 30, 2015 9:58 am Post subject:
Blade wrote:
I have to agree with Bittah, the larger voxels looks horribly blocky and IMO look worse for what they are than the original TS graphics or the earlier smaller RW voxels. I'm not sure if this is limitations of the voxel format showing in the larger format or limitations of the artist?
Are these hand drawn or converted 3D models? To me they look like a pixel art artist tried to work on an image that was too large and would better have been done as vector art or a render only wrought in 3D. The smaller voxels like hte buggy and bike look fine in comparison.
My impression is that the textures of the voxels in question simply have a little too much detail/contrast.
Making detailed voxels look good is a major challenge compared to sprites, due to lack of AA. QUICK_EDIT
Wow, that's a nice effect. I guess mappers won't need to place invisible light posts in tiberium fields anymore now
What exactly is creating this effect? I think it'd be best if all tiberium had this gas effect over it, with the gas looking thicker in the middle of bigger tiberium fields and thinner at the edges and small fields. _________________ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Dec 30, 2015 5:36 pm Post subject:
Looking at it, I'd guess a "colored alphalight-alike" SHP image with BlendMode:Additive attached to the tibtree. _________________ "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
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