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Civ Building [RA2/YR]
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Cranium
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Joined: 05 Dec 2009
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PostPosted: Thu Aug 19, 2010 2:50 am    Post subject:  Civ Building [RA2/YR] Reply with quote  Mark this post and the followings unread

Little something for the Community. Available in all theaters. Only problem is, when I made it, it was designed for my mod so I'm not sure how it would fit in with Vanilla RA2/YR.

Oh and Shadow frames need touch up.



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DaFool
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Joined: 07 Nov 2006

PostPosted: Thu Aug 19, 2010 2:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Perhaps you could make the building trim remap while garrisoned?

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Cranium
Defense Minister


Joined: 05 Dec 2009
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PostPosted: Thu Aug 19, 2010 2:56 am    Post subject: Reply with quote  Mark this post and the followings unread

yes, I can do that for ya guys. I'll have it updated tomorrow.

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FurryQueen
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Joined: 24 Jul 2010
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PostPosted: Thu Aug 19, 2010 4:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks awesome, but doesn't fit with the existing style quite enough. Still neat though.

Also: rubble?

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OmegaBolt
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Joined: 21 Mar 2005
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PostPosted: Thu Aug 19, 2010 9:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Needs to be more detailed or just scaled smaller IMO.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Aug 19, 2010 9:18 am    Post subject: RA2/Yuri Reply with quote  Mark this post and the followings unread

Well, it might seem out of place for RA2/Yuri...maybe because of the grass. If it was placed on concrete it would look better. I see blue lines in the pic. I like it though. Any time someone makes a new civ building its good, they need more variety.

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Blueguard
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Joined: 22 Aug 2007

PostPosted: Thu Aug 19, 2010 1:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think it fits the desert theatre just fine. But could use a bit shadows and remap.

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Cantdrawbutmod
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Joined: 19 Oct 2009

PostPosted: Thu Aug 19, 2010 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Those blue pixels aren't supposed to be here,or it's just something I don't understand?

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ArvinCool
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Joined: 01 Jun 2008

PostPosted: Thu Aug 19, 2010 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

shadow on the first picture is off

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Aro
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PostPosted: Thu Aug 19, 2010 1:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

- Could do with some more contrast on all frames
- Aliasing errors can be seen on all frames (the blue pixels) which need fixing
- Some of the textures are lacking detail, like the brick wall for example
- Shadows are off in the first frame, as mentioned multiple times before

Overall though, a good job. You're greatly improving at a rapid pace, you just need to work on those pain-in-the-ass textures.

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Nikademis Von Hisson
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PostPosted: Thu Aug 19, 2010 1:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Blueguard wrote:
I think it fits the desert theatre just fine. But could use a bit shadows and remap.


They could probably fit any theater, I was thinking when I first saw them looks like something from the wild west, but after seeing pics from his mod I thinking they will fit in just fine. Looking forward to seeing more

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Thu Aug 19, 2010 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I gathered up everyones information, and will have this updated fully by tonight.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Thu Aug 19, 2010 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

These textures look more appealing to you guys? need to know before I shp it up again.



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MT
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Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Thu Aug 19, 2010 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah. But to truly make it fit in you should make it more specular: so its bright cheery and shiny like most YR buildings.

Or at least that's what I think. I haven't seen the stock YR buildings in a while.

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Nikademis Von Hisson
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PostPosted: Thu Aug 19, 2010 9:39 pm    Post subject: yuri Reply with quote  Mark this post and the followings unread

I liked both versions

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Thu Aug 19, 2010 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dude, thats sick. Definitely looks like it'd fit in with the middle eastern buildings in Yuri's shape/architecture wise. I'd go for more browns and such like the current YR mid east set. Add in more color with the overhanging tarp things.

http://en.wikipedia.org/wiki/Islamic_architecture

Check that out if you wanted to make it more vibrant. Sexy building, whatever you do with it though.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Thu Aug 19, 2010 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

o.k. here it is with some specular added. changed around some other textures as well. I didnt plan on getting in to all this, but heck, I might as well make it work for everyone, huh?

So, now it's up to you guys, is it gonna be 1,2, or 3?



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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Fri Aug 20, 2010 2:58 am    Post subject: Reply with quote  Mark this post and the followings unread

YES! Keep it like that. It looks great! nice job man. I likey Smile

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[TiberianPast]
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Joined: 21 Jun 2009
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PostPosted: Fri Aug 20, 2010 4:59 am    Post subject: Reply with quote  Mark this post and the followings unread

it's nice. #Wink2

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 20, 2010 11:47 am    Post subject: Reply with quote  Mark this post and the followings unread

One important thing that needs to be fixed now imo, is the lighting.
The SW wall facing the sun is almost as bright as the SE wall, which should be shadowed.

I haven't seen the RA2/YR buildings for several years, but iirc they at least had a noticeable lighting, even if it was cartoonish.

It seems like your scene is lit with an "ambient light" source only and no "direct light" source.

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Cranium
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PostPosted: Fri Aug 20, 2010 12:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks LKO, I didnt even notice that. Will be fixed.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Aug 20, 2010 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Before I can finish updating this I was looking at some of the Vanilla Civ buildings, I noticed that the Rubble frame is set in a different palette, does anyone know what palette that might be? I tried a few different palettes, but none seemed to look right.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Aug 20, 2010 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks a little bit too big compared to other RA2 structures.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Fri Aug 20, 2010 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Looks a little bit too big compared to other RA2 structures.


This.

-fix blue dots.( As Aro mentioned)
-Make smaller
-Use the bump texture thing for your textures. It greatly improves stuff IMO.

Go to 300 if you want. Go. Just go to whatever you want.

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Edge
Grenadier


Joined: 26 Oct 2003

PostPosted: Fri Aug 20, 2010 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
Before I can finish updating this I was looking at some of the Vanilla Civ buildings, I noticed that the Rubble frame is set in a different palette, does anyone know what palette that might be? I tried a few different palettes, but none seemed to look right.


Rubble frames are in these palettes from what I understand.
isotemp.pal
isodes.pal
isourb.pal

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Fri Aug 20, 2010 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Fri Aug 20, 2010 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

here's the final results, all shadows, glitches, and blue spots have been fixed, also rubble has been added but not in the .gif "forgot to add LeavesRubble=yes to code before making it"

IMO it dosent look to big at all compared to other RA2/YR buildings. and there's even bigger buildings than these. So I think it's fine size wise.



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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Fri Aug 20, 2010 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bravo!

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Aug 20, 2010 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see some blue issues on the right hand, upper story windows in damage state. It also appears the damage state is about two or three pixels lower than the rest of the building. It looks goddamn awesome despite that however.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 20, 2010 10:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

The lighting is still missing a correct shading for the SE walls.

Size wise i would reduce it down to 75%. The door of the building shouldn't be twice as high as a single floor of the vanilla RA2 buildings.
Though since the RA2 buildings have strange proportions anyway, you can also ignore this.

Beside the already mentioned damaged stage being on a lower position, there are also disparities between the normal and occupied frame: the chimneys are on different positions; the brightness of the front stairs ground texture changes

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Aug 21, 2010 9:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Seems it ain't that big at all. I like it.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Aug 21, 2010 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

@LKO, Seems the RA2 3dMax script wasnt set right to make the SE portions of the structures to be shadowed correctly, and that problem has been fixed. Actually while I was scoping out the script I noticed a couple of flaws, well not actually flaws to the script itself, but flaws to me cause I never use the scripts renderer feature just the Camera and lights which made The building shadows always appear neon green when using normal Max rendering, but are rendered correctly now in the dark blue color via the script shadow lighting. I also repositioned 1 of the fill lights too. (example below)



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Aug 22, 2010 12:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Now this looks really excellent.

Though it is unfortunately too big compared to the vanilla RA2 buildings.
On the other hand would this size actually work much better ingame, as the proportions fit better to the tanks and infantry, making it more realistically and less cartoonish.

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EVA-251
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Also Known As: evanb90
Joined: 20 Feb 2005
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PostPosted: Sun Aug 22, 2010 6:03 am    Post subject: Reply with quote  Mark this post and the followings unread

It's abnormally tall for RA2, but not too tall. It wouldn't fit in any building sets that have buildings of similar height though.

Both buildings are great work nonetheless. You got a theme going- you should make a set for all us commoners. #Tongue

[offtopic]BTW, LKO, scale means jack-diddly in RA2. Or TS. Or RA. Or TD. Or Generals. Or CNC-3. Or RA3. Or CNC-4. Pursuing perfection in regards to scale is a waste of time, effort and degrades visual quality.[/offtopic]

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Sun Aug 22, 2010 6:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm. Not to throw a request out there, but a full size World Trade Center or Sears Tower would be pretty fuckin' boss. I like this. Maybe add some more colors though. The structure would fit in better with Tiberian Sun then Red Alert 2 with the grays everywhere. Detail also will come through clearer. Those columns on the corners for instance in a different color would bring more out in it.

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Sun Aug 22, 2010 6:18 am    Post subject: Reply with quote  Mark this post and the followings unread


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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Aug 22, 2010 10:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Volgin wrote:
Hmm. Not to throw a request out there, but a full size World Trade Center or Sears Tower would be pretty fuckin' boss. I like this. Maybe add some more colors though. The structure would fit in better with Tiberian Sun then Red Alert 2 with the grays everywhere. Detail also will come through clearer. Those columns on the corners for instance in a different color would bring more out in it.

If they are for TS, then they are even more over-sized compared to the TS structures #Tongue

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Aug 22, 2010 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

You guys really thing these buildings are too big? I disagree, maybe for TS but not for RA2/YR. Take a looky at ingame.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Aug 22, 2010 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

isn't it obvious that the windows on your buildings and thus the height of each floor is almost twice as big as the vanilla RA2 buildings floor height.
(One floor on your building is as high as almost 2 floors on the RA2 buildings)

In TS a floor has to be 8 pixel high (8 pixel ~ 2,5 meter ~ 8 feet) to fit to the vanilla TS buildings, though i've never measured the exact height in RA2.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Sun Aug 22, 2010 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ahhh, I see what your saying now, I thought you guys ment overall size not proportionally. But I think I prefer my scale over thiers. As thiers look, well squished compared to the size of infantry and stuff. Thats why alot of my faction buildings are bigger too, I'm trying to get things more even in size comparison. I think it's crazy that an infantry stands taller than a 2 story house. Laughing

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Aug 22, 2010 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's what i meant with my previous comment. Wink
Lin Kuei Ominae wrote:
On the other hand would this size actually work much better ingame, as the proportions fit better to the tanks and infantry, making it more realistically and less cartoonish.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Sun Aug 22, 2010 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Window and door size is irrelevant if you ask me. Look at the scale between the Sphinx and the Giza pyramid in YR. Hell, better example is right in the last picture. The steps of that San Fransisco house are ginormous compared to the door of the London skyscraper above MassiveSoft corporation.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Aug 22, 2010 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's what i meant with my previous comment. Wink
Lin Kuei Ominae wrote:
The door of the building shouldn't be twice as high as a single floor of the vanilla RA2 buildings.
Though since the RA2 buildings have strange proportions anyway, you can also ignore this.


The overall inconsistency of terrain, units and buildings is in my opinion the biggest problem of RA2, giving it the cartoonish look, which is imo ugly and not appealing.

Someone should try to resize all the vanilla RA2 buildings and bring them into consistent proportions. I think this would really improve the visual appearance of RA2.

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Nikademis Von Hisson
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PostPosted: Fri Aug 27, 2010 12:08 pm    Post subject: civ Reply with quote  Mark this post and the followings unread

You should keep all versions of your first building, gives variety all look great, imo

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