No there are deliberately dirty or or featured alternates, like repaired asphalt, or manholes. It's possible there's too much colour in the features in some cases but the important tiles have 4-5 alts each. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
I'm sure many of you will be interested in my shrinkage project for CASANF0x series victorian homes... just finished the first including winterized versions.
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Tue Aug 11, 2015 2:14 pm Post subject:
Well, at first I was like "scaled-down civvie buildings, meh", but the size next to the airport does look way more realistic. And probably next to skyscrapers, too.
Are you resizing the infantry in your mod? _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
I'm not resizing infantry, I have seen several instances of this done, and each time I can't help but feel like they look like swarms of insects. With some obvious side effects I have instead made a larger diversity of tank sizes, the larger ones being on the upper end of barely acceptable hah...
I'm resizing the victorian houses mainly because they are really really too large in comparison to all other buildings. Contrast them with the red houses and they look 3x larger for the same 2-storey footprint. Individually they might match infantry more closely, but only a few other WW buildings do, and that makes them the oddballs.
The Chicago assoc. building and that funky phallic condo highrise from RA2 are obviously the oddballs in the opposite direction, way too small relative to the other stuff, I'm actually considering double-sizing them (though I will save them with new names).
Having said all that, there could be a case for making a map using only buildings that are too large, or only using buildings that are too small. I just don't think we have enough variety at each scale level to make this feasible. Adding a bunch more over-sized or under-sized buildings is a lot more work than resizing the few. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Sooo after a long hiatus from the mod, I've gone back to working on my Urban expansion... just about to finish up on the rampsmooth tileset (grass) and after that start attacking grass to soil transitions, so I can move onto farm crops.
Finished the impassable borders for the recessed roads but I'm having some graphical glitch on the front facing slope piece in game, I'll have to run some tests to resolve that, and I'd prefer to make overall progress right now. +TODO
I also have yet to do the hybrid concrete/grass cliffs, right now I have the all grass ones complete, the hybrid slope set, and plenty of additional all concrete "fixes" plus the grafitti pieces... but doing the hybrid cliffs should be easy since I can mix and match existing art.
For anyone who hasn't made a terrain set themselves, his is one of those projects where you unfortunately have to work on multiple tilesets, with lots of pre-planning decisions, with any changes potentially causing a butterfly effect that adds a ton more work. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
New map that's tentatively finished... needs more testing.
It's a hard map, with 3 derricks and tech power plants in the industrial core near the shore, with most ore patches shared between 2 players... plenty of places for carnage away from buildings to garrison.
I have been working on my civilian buildings in the meantime too... I found out the RA2 engine doesn't like 5x4 footprint, does anyone know the limitation criteria or is it just a hardcoded list of acceptable shapes?
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jan 09, 2016 10:40 pm Post subject:
He's modding RA2. Not YR. Everyone capable of reading knows that by now. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sat Jan 09, 2016 10:44 pm Post subject:
I'm sorry, I cannot entertain you right now. I'm just about to go to an important meeting, but I'm sure I can come back later to let you gnaw on my sleeve, GD! _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Your buildings look nice but the scaling is very inconstant. Each buildings is a different size & even details of the same building dont match. _________________
If you mean the police station specifically, like the scale of the windows vs door, I'll give you my thinking...
A lot of older infrastructure was built with really tall floors, like 16-22ft high ceilings, often with drop ceiling sections hiding a ton of wires and pipes. This is true for firehalls, water facilities etc too.
Now I had considered making the windows appropriately small, and making 4 levels above ground instead of 3, but I just didn't want to make the station that _big_ internally, we're not talking about a massive police complex here. Instead I decided I liked the larger man-sized windows as part of the theme of using this as a siege building. Someplace the cops (should they need to) could hold in a fight, and have good visibility, the roof is great for snipers too
Now I had considered putting bars on the windows, but I found it too busy, and this particular station wasn't designed to look like it belongs in a ghetto. I had also considered making the steps split sideways with a small landing at the door, but that would make it seem too bureaucratic, like a licensing office. In hindsight, wider double-doors would make sense, but the arched door fits the theme nicely.
I'm sure you can think of many buildings that are deceptive outside vs inside, and you can forget that the interior layout of a building can be unconventional.
The main problem is that cator12 has a large amount of small windows that look flat & undetailed, this gives the impression of a large building that is a distance from the player. In comparison the police station as a small amount of windows that are quite large & have depth/detail to them, making the building look smaller & close up to the player.
On both buildings there are similar inconsistencies with the scale/detailing between the windows, doors, vents, bricks, cornicing, etc. _________________
Yea CATOR12 is slightly problematic, it's pretty close in scale to the majority of WW office buildings, which likewise have no detail, so I'm struggling to see how to fix it...
It looks very blurry & the rust colours makes it stand out a lot in comparison to the snow/ice. It's positioned at an odd angle too and the shadow seams to large for it's shape/size making it look like it's hovering in the air :/
Terrain objects can have a foundation larger then 1x1, I've only ever use 2x2 tho so cant say if 1x3 would work, but I presume so. _________________
I fiddled with the shadow a bit, you can see it better on sand...
It's supposed to be beached partly or fully, unlike the wood one, which can be stuck on a rock in the water. And yes it's supposed to be at a funny angle, it's not flat bottomed
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