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Generals conversions
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Dec 05, 2014 11:51 am    Post subject:  Generals conversions Reply with quote  Mark this post and the followings unread

Several years ago I converted the Chinese buildings from C&C Generals to Red Alert 2, well I'm now finally going to convert the other sides buildings!

I started with the American command center, only to find that the textures & material settings on the model are a mess, I then soon fond that all the American & GLA buildings have this problem >.>

Unlike the Chinese buildings that were a simple matter of import the model, apply one or two UVW mapped textures & render. The USA/GLA ones however use multiple small textures for each side/face of the model & on top of that none of them are listed in the material editor. Obviously two different artists worked on the Generals buildings, using two very different texturing methods. Its also obvious why I didn't convert the USA/GLA models several years ago along with the Chinese buildings, at that time wouldn't have even know were to start with fixing them.

Now days tho I know my way around 3DS Max a lot better so it shouldn't be a problem, It will however require cutting up the models into their individual parts & studding screenshots to find the correct textures for each part. This means that In the time it took me to convert all the Chinese buildings I'll be able to make one USA/GLA building.

Well enough with my grumbling & on to a render...



cmdhq_01.png
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cmdhq_01.png



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Dec 05, 2014 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

you should model out the bars on the radar tower to cut out the black parts. Simply using an opacity map to set black as transparent doesn't work unfortunately, since then you would clearly see that the bars are flat planes and opacity maps also cause 3dsmax to anti-aliase against background so you get ugly unsharp borders.
But by using splines (which you then render as bars) this is done in no time.


Maybe they used multi-map sub-materials for the more complex buildings.

Mig Eater wrote:
It will however require cutting up the models into their individual parts

i hope by cutting up, you don't mean to break up one mesh into several separate meshes,
but
only select the individual polygons and assign a specific material ID to them.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Dec 05, 2014 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thx for the multi-map tip, I really hope that's what they did.

I selected the individual polygons & detached them, that way I don't need to reselect all of them again for the snow version. It's still a very messy way to do it. I'm really tempted to just make one big texture & re UVW map the whole thing. But then I might as well just remodel it all from scratch as well.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Fri Dec 05, 2014 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Will you have complete sets? IE, buildups and damage frames at the very least? If there's everything, I will love you forever. #Tongue

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Dec 05, 2014 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Probably would be best to bake it into 1 big texture for which you can add the snow easier, or even just do 3D snow. As far as dissecting it to make a buildup, well, you would probably just want to rebuild it from scratch then as its surely not made to do that and would have to play around with the textures anyway. (I feel your pain in working with EA's models #Tongue)

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Dec 05, 2014 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
Will you have complete sets?

Yep :3

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Dec 05, 2014 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
I selected the individual polygons & detached them, that way I don't need to reselect all of them again for the snow version.

When you assign material IDs to the selected polygons, they will keep them. Later you can simply choose to select all polygons with a certain ID in the rollout

see Select ID

This way it's actually a lot cleaner and the normal way to go.

When everything is set, you should be able later to replace only the texture images with the respective snow versions (rename/replace the files, not the textures in the materials) and everything should instantly work for snow too.
So you don't even have to touch the 3dmodel again and just render right away.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Dec 06, 2014 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

The models aren't multi-mapped, or they might have been but the import script can't read them & just loads the first material & not the sub materials.

Assigning materials to individual polygons would be a lot cleaner, but I also want to separate the single mesh into its individual parts so I can more easily make the buildup anim.

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Sat Dec 06, 2014 4:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't forget the opacity maps.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Dec 06, 2014 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

0warfighter0 wrote:
Don't forget the opacity maps.


Lin Kuei Ominae wrote:
you should model out the bars on the radar tower to cut out the black parts. Simply using an opacity map to set black as transparent doesn't work unfortunately, since then you would clearly see that the bars are flat planes and opacity maps also cause 3dsmax to anti-aliase against background so you get ugly unsharp borders.
But by using splines (which you then render as bars) this is done in no time.



It's already going to take some time to fix the textures & redo the animations, so I'm reluctant to spend even more time remodeling parts of the buildings. The black parts don't look that bad IMO, I'll see how I feel after I work on them some more.

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The_Hunter
Medic


Joined: 10 Nov 2004
Location: The Netherlands

PostPosted: Sun Dec 07, 2014 12:46 am    Post subject: Reply with quote  Mark this post and the followings unread

If you need any help i could likely convert all of these structures to use the correct textures over the course of an afternoon to use the correct textures. (they would be in MAX7 tho)

Considering that i know almost all of the textures of Generals like the back of my own hand X)

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Dec 07, 2014 9:44 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd be very grateful if you could, it would save me possibly weeks of work Smile

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The_Hunter
Medic


Joined: 10 Nov 2004
Location: The Netherlands

PostPosted: Sun Dec 07, 2014 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll probably get on that next week then.
I'll you know when i finnish.

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LEGO
Vehicle Driver


Joined: 30 Oct 2008

PostPosted: Tue Dec 16, 2014 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

The_Hunter wrote:
If you need any help i could likely convert all of these structures to use the correct textures over the course of an afternoon to use the correct textures. (they would be in MAX7 tho)

Considering that i know almost all of the textures of Generals like the back of my own hand X)


Ooooh good lord, plz also help lord Eater to convert the ROTR Russian and European buildings, they Rocks!

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Dec 16, 2014 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pretty certain it won't gonna happen.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Dec 17, 2014 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not going to rip models from mods o.0

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Dec 17, 2014 8:56 am    Post subject: Reply with quote  Mark this post and the followings unread

LEGO wrote:
Ooooh good lord, plz also help lord Eater to convert the ROTR Russian and European buildings, they Rocks!


The_Hunter isn't gonna let people rip his models. Besides the Generals ones are fine as is.

The Tech Artillery Platform,Tech Reinforcement Pad & Tech Repair Bay would be really useful conversions too actually.

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LEGO
Vehicle Driver


Joined: 30 Oct 2008

PostPosted: Sat Dec 20, 2014 9:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
I'm not going to rip models from mods o.0


Oh the mighty Eater, it's not ripping if the author agrees.
The building design in ROTR is so good realistic Russian style, and there is hardly anything comparable in YR. Those in vanila YR and mods are either way too cartoon or too scifi. The only exception may be the buildings in your D-Day, yet they are not morden but WW2ish, and only for DDay.
I mean, it would be good if someone can make a realistic semi-morden/semi-scifi base. It doesn't necessary to be a copy of ROTR, ROTR is simplly a good example.
And, if the ROTR team agree to export their asset to YR mods, why not.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Dec 20, 2014 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

You naive fool. The ROTR team has no interest in allowing those models to be converted, so it won't gonna happen, 'nuff said.

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Josh Is 25% Larger
Vehicle Drone


Joined: 17 Apr 2013

PostPosted: Sat Dec 20, 2014 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
You naive fool. The ROTR team has no interest in allowing those models to be converted, so it won't gonna happen, 'nuff said.

You are writing out of your rectum. You don't know what the ROTR team says because you haven't actually talked them. o_0

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sat Dec 20, 2014 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Josh Is 25% Larger wrote:
Graion Dilach wrote:
You naive fool. The ROTR team has no interest in allowing those models to be converted, so it won't gonna happen, 'nuff said.

You are writing out of your rectum. You don't know what the ROTR team says because you haven't actually talked them. o_0

LOL, try to use your logic. If they were interest in allowing the models to be converted, they should be share their model

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LEGO
Vehicle Driver


Joined: 30 Oct 2008

PostPosted: Sat Dec 20, 2014 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
You naive fool. The ROTR team has no interest in allowing those models to be converted, so it won't gonna happen, 'nuff said.


What I pointed out is a method that could save time for future YR moders and expand the fame of ROTR.
It's OK if they want to keep their privilege. I merely presented my appreciation to their design, and wish to see something equally good for YR mod.
Fool or not, It is Not yours but ROTR's decision to be made and respected. If you cannot represent ROTR, plz shut up.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Dec 20, 2014 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

LEGO wrote:
Graion Dilach wrote:
You naive fool. The ROTR team has no interest in allowing those models to be converted, so it won't gonna happen, 'nuff said.


What I pointed out is a method that could save time for future YR moders and expand the fame of ROTR.
It's OK if they want to keep their privilege. I merely presented my appreciation to their design, and wish to see something equally good for YR mod.
Fool or not, It is Not yours but ROTR's decision to be made and respected. If you cannot represent ROTR, plz shut up.

He is part of the RotR beta testers team (as am I), and it has been said before by RotR devs that RotR stuff will stay RotR exclusively.

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LEGO
Vehicle Driver


Joined: 30 Oct 2008

PostPosted: Sat Dec 20, 2014 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

[quote="Dutchygamer"]
LEGO wrote:
He is part of the RotR beta testers team (as am I), and it has been said before by RotR devs that RotR stuff will stay RotR exclusively.


OK then. I didn't know you had a conclusion before.
Nontheless ROTR is a good showcase for good design.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Dec 21, 2014 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Josh Is 25% Larger wrote:
You are writing out of your rectum. You don't know what the ROTR team says because you haven't actually talked them. o_0


Quote:
[2014.12.16. 20:18:56] Graion Dilach: oh
[2014.12.16. 20:18:58] Graion Dilach: looooooool
[2014.12.16. 20:19:17] Graion Dilach: someone needs a dunce cap
[2014.12.16. 20:20:08] Graion Dilach: guy asks Hunter to help Mig Eater convert the ROTR buildings to RA2 format
[2014.12.16. 20:20:28] Graion Dilach: that's so wrong on so many levels....
[2014.12.16. 20:25:14] XAttus: converting ROTR's buildings into RA2 ? hehe good luck with that Very Happy
[2014.12.16. 20:25:58] Graion Dilach: it's not that complicated afaik
[2014.12.16. 20:26:16] Graion Dilach: only refinery and warfacto needs to be tweaked
[2014.12.16. 20:27:05] Graion Dilach: does not make the request less stupid either way
[2014.12.16. 23:08:33] The_Hunter: ?
[2014.12.16. 23:08:41] The_Hunter: what request =o
[2014.12.16. 23:10:48] Graion Dilach: http://www.ppmsite.com/forum/viewtopic.php?p=522054#522054
[2014.12.16. 23:10:53] Graion Dilach: this request
[2014.12.16. 23:10:59] The_Hunter: aaah that
[2014.12.16. 23:11:02] The_Hunter: i didn't see that before lol
[2014.12.16. 23:11:49] Graion Dilach: I consider this as a 100% agreement with my opinion then #Tongue
[2014.12.16. 23:12:13] The_Hunter: well yea ROTR buildings are supposed to be exclusive and aren't public domain like the Generals buildings.


And I ignore simply mentioning the facts that even the casual streams either gave me a dunce cap due to my no-idea-what-should-be-done-right based gameplay / well-known fact among the people who check ROTR forums that I voiced 3 units for them already. Oh wait, I couldn't. Try harder.

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sun Dec 21, 2014 1:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater isn't going to rip anything. He can make his own. Anyhow, Mig... any new screenshots? #Tongue

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Dec 21, 2014 10:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm still waiting for the Hunter to get back to me. I know how "it will only take an afternoon" can turn into a few days or more so I'm not going to bug him about it #Tongue But If I haven't heard from him by next year I start on them myself.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Dec 21, 2014 10:39 am    Post subject: Reply with quote  Mark this post and the followings unread

He started to tease the people here with an internal build changelog and that contains too many tweaks atm - but the team are very much interested.

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Tue Dec 23, 2014 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Personally I think the original US texture from Generals is too bright to be used in rendering SHPs.
When I rendered those US buildings in EASB Hour I just had to darken the image and increase the contrast to match the RA2 style.
BTW, using Catmull-rom filter is better, at least this works for me...

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The_Hunter
Medic


Joined: 10 Nov 2004
Location: The Netherlands

PostPosted: Tue Dec 23, 2014 12:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
He started to tease the people here with an internal build changelog and that contains too many tweaks atm - but the team are very much interested.


Heya yea still willing to get to it but my graphics card died the very day i wanted to do so and with christmas rolling in things get a little hectic Laughing

I'll get back to you here a soon as i can get to these X)

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Dec 23, 2014 10:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm busy with Christmas stuff too so no rush #Tongue

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Mortecha
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Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Tue Dec 30, 2014 2:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, by the sounds of it from your first post, I am thinking that it may be easier to remake them from scratch. It does help that the buildings themselves have simple geometry. This also gives you more creative control over how they are UVmapped too.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Dec 30, 2014 10:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Remaking them completely from scratch would take months, if not all year. If the textures are fixed tho it would only take about a week to convert the originals.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Jan 02, 2015 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater has other commitments too  Crowded

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Jan 02, 2015 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes master

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Jan 02, 2015 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Stop pretending AG has an active project... #Tongue

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The_Hunter
Medic


Joined: 10 Nov 2004
Location: The Netherlands

PostPosted: Sun Jan 04, 2015 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well then with Christmas, New Year and a rather nasty case of flu i'm still recovering from i did the first US building:

Placing this here to see if you're ok with this setup as this is how i usualy do it  for other buildings when i need to make a cameo of it or something simulair.

It's worthy to note that its missing the crane and factory doors but if this paticulair setup works for you i will add the missing features and wrap up the remaining structures.



US_Warfactory.rar
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jan 04, 2015 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dat is prima Very Happy

In order for the Generals war factories to work in RA2 the repair pad has to be removed, so the crane isn't necessary. I also need to modify the roof & add a door/hatch so aircraft can exit too.



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The_Hunter
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Joined: 10 Nov 2004
Location: The Netherlands

PostPosted: Fri Jan 09, 2015 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

This should be all the remaining buidlings.

Also a note on the Firebase i actualy included modified/improved version i had made back in the day instead since the stock model for it is rather gack #Tongue



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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Jan 10, 2015 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks a lot, if there is anything I can help you with don't hesitate to ask Smile

The Firebase is another building that needs to be edited to be usable, because in RA2 a building cant have both turret/weapon & be garrisonable.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sat Jan 10, 2015 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Mig Eater
Defense Minister


Joined: 13 Nov 2003
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PostPosted: Sat Jan 10, 2015 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, I plan to convert the tech buildings too.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Jan 10, 2015 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Please do that with rubble frames then.

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The_Hunter
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Joined: 10 Nov 2004
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PostPosted: Sat Jan 10, 2015 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tech buildings should be easier tho since they usualy only have one or 2 textures tops.
Getting all the textures right for those should be pretty simply after importing them.

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Mig Eater
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PostPosted: Sat Jan 10, 2015 1:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

BTW are you going to do the damage versions too?

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The_Hunter
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PostPosted: Sat Jan 10, 2015 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Most of the damaged versions of structures are just texture difference and a few slight dents here and there.

What i usualy do myself is simply apply the damage textures (which have the same name but with "_D" at the end) and then add said dents myself by dragin the vertexes around.

Corresponding textures for various states are:

****.tga - Regulair
****_D.tga - Damaged
****_E.tga - Heavily Damaged
****_S.tga - Snow Regulair
****_DS.tga - Snow Damaged
****_ES.tga - Snow Heavily Damaged

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MustaphaTR
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PostPosted: Fri Jan 30, 2015 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Will you make GLA buildings too, i really need them on my mod.

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Mig Eater
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PostPosted: Sat Jan 31, 2015 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes I will convert the GLA buildings as well.

I've been unwell the past few weeks tho, so no new progress on the USA buildings.

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sun Feb 01, 2015 8:32 am    Post subject: Reply with quote  Mark this post and the followings unread

I can't wait to use these for a quick project. This is just... ztyping amazing. Really good work. Can't wait for a complete three side set. Very Happy

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MustaphaTR
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Joined: 22 Jan 2015
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PostPosted: Mon Jan 25, 2016 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you still working on those Mig Eater?

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