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Scorched Earth MOD by G-E
Moderators: Generals Moderators, Global Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
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deathreaperz
Commander


Joined: 20 May 2013
Location: Creativity Corp, ID Division

PostPosted: Wed Aug 05, 2015 12:50 pm    Post subject: Reply with quote

G-E wrote:
Decided to upload full renders of these two for you guys to examine the details Smile

http://aproposer.net/FastLanes.jpg

http://aproposer.net/RoyalHamlet.jpg

No comment... Because it's obivious
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 05, 2015 5:19 pm    Post subject: Reply with quote

Some of the parking lots have strange dark blue-ish blobs on them. Most likely this is from C/P-ing parts, but it looks odd for me.

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G-E
General


Joined: 09 Feb 2015

PostPosted: Thu Aug 06, 2015 1:30 am    Post subject: Reply with quote

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.
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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Aug 09, 2015 11:17 am    Post subject: Reply with quote

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.

And I always wanted to make a crewcab dually Smile


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G-E
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Joined: 09 Feb 2015

PostPosted: Mon Aug 10, 2015 1:36 am    Post subject: Reply with quote

Second done Smile


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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue Aug 11, 2015 2:14 pm    Post subject: Reply with quote

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?
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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Aug 12, 2015 12:25 am    Post subject: Reply with quote

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.
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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Aug 12, 2015 8:55 am    Post subject: Reply with quote

Super mega condo building from that wimpy shizzle WW made...

Still needs isolated pixel fixes but I'm happy with it. Fits perfectly into 4x4 footprint.


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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Aug 12, 2015 10:54 am    Post subject: Reply with quote

Suure resize and fix other graphics and you're infantry still have solid black shadows.
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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Aug 12, 2015 11:27 am    Post subject: Reply with quote

Did the other one... need to smooth the shadow edges more but nothing wonky with this one.


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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Aug 14, 2015 4:52 pm    Post subject: Reply with quote

Working on another new building...


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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Aug 14, 2015 5:44 pm    Post subject: Reply with quote

I sure hope those upsizings are merely test shot and not something you intend to keep.  Shocked

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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Aug 14, 2015 7:22 pm    Post subject: Reply with quote

ApolloTD wrote:
I sure hope those upsizings are merely test shot and not something you intend to keep.  Shocked

I'll clean up the inner edges slowly, all the outer edges are done...

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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Aug 14, 2015 7:50 pm    Post subject: Reply with quote

In-games...


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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Aug 26, 2015 11:10 pm    Post subject: Reply with quote

My latest voxels...

240Z
280ZX
Patrol
G-wagen for scale


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G-E
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Joined: 09 Feb 2015

PostPosted: Sat Dec 19, 2015 4:25 pm    Post subject: Reply with quote

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.
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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Dec 23, 2015 2:16 pm    Post subject: Reply with quote

Testing and tweaking my grassy ramps/rampsmooth sets, trying to add a little diversity of blending. I rather like the subtle dandelion decorations too Smile


... and big thanks to HG_SCIPCION for rendering me some nice tall floodlights...


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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Dec 25, 2015 10:53 pm    Post subject: Reply with quote

Remade/renamed an old old map with my new terrain and a new style...

Kept tweaking as I managed to make it hard for the AI to build n some spots, and redistributed capturable buildings to make it more dynamic.


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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Dec 29, 2015 12:10 am    Post subject: Reply with quote

BETA 2:  http://aproposer.net/athse-mod-beta2.rar

If any of you still have a vanilla RA2 installed.... Smile

As per my other thread, make sure to set ra2.exe to win98 compatible, or it will freeze/crash at the loading bar.

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G-E
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Joined: 09 Feb 2015

PostPosted: Thu Dec 31, 2015 5:34 am    Post subject: Reply with quote




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G-E
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Joined: 09 Feb 2015

PostPosted: Thu Dec 31, 2015 10:47 am    Post subject: Reply with quote




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G-E
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Joined: 09 Feb 2015

PostPosted: Thu Dec 31, 2015 10:06 pm    Post subject: Reply with quote

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.


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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Sat Jan 02, 2016 7:14 am    Post subject: Reply with quote

Re-packaged your beta2, test it. Maps not included. Duplicates removed. Win98 compat not needed.
Folder structure kept.

Link (expires in a month if no downloads) - http://www72.zippyshare.com/v/idiSujZO/file.html

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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Jan 03, 2016 1:02 am    Post subject: Reply with quote

Got the other 3 victorian homes done... gotta do the winterizing but the shrinkage is good Smile


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G-E
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Joined: 09 Feb 2015

PostPosted: Mon Jan 04, 2016 8:22 am    Post subject: Reply with quote

Decided to make a symmetrical map for perfectly fair 1v1 battles, something I don't normally do hah #Tongue

As always I didn't want it to be easy to turtle...


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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Jan 06, 2016 5:39 am    Post subject: Reply with quote

Working on big grass slopes....


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G-E
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Joined: 09 Feb 2015

PostPosted: Thu Jan 07, 2016 12:10 pm    Post subject: Reply with quote

Slopes are done...


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Anderwin
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Joined: 16 May 2005

PostPosted: Sat Jan 09, 2016 2:13 am    Post subject: Reply with quote

Goodie
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sat Jan 09, 2016 4:33 am    Post subject: Reply with quote

Those do look pretty!

I am not sure why no one has made those slopes before...
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G-E
General


Joined: 09 Feb 2015

PostPosted: Sat Jan 09, 2016 1:16 pm    Post subject: Reply with quote

I know eh?

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?


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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Sat Jan 09, 2016 2:31 pm    Post subject: Reply with quote

There is a limit but it's biggger than 20 cells iirc.
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E1 Elite
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Joined: 28 May 2013

PostPosted: Sat Jan 09, 2016 3:20 pm    Post subject: Reply with quote

Try larger foundation. Check - http://modenc.renegadeprojects.com/Foundation

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Jan 09, 2016 4:14 pm    Post subject: Reply with quote

Only larger he can try is 6x4 as 5x4 does not exist for the game.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat Jan 09, 2016 4:33 pm    Post subject: Reply with quote

There is a hardcoded list of Foundation values in RA2 and 5x4 isn't on it.
However, http://ares-developers.github.io/Ares-docs/new/buildings/custombuildingfoundations.html.
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sat Jan 09, 2016 10:40 pm    Post subject: Reply with quote

He's modding RA2. Not YR. Everyone capable of reading knows that by now. Rolling Eyes
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat Jan 09, 2016 10:44 pm    Post subject: Reply with quote

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!
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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Jan 10, 2016 3:25 pm    Post subject: Reply with quote

Spent some time fixing z-data on my new ramps after sseing some black gaps, then rotated back to buildings...


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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Jan 12, 2016 10:58 am    Post subject: Reply with quote

Next...


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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Wed Jan 13, 2016 1:13 am    Post subject: Reply with quote

It's beautiful. It reminds me of old isometric RPGs.
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Jan 13, 2016 1:16 am    Post subject: Reply with quote

Looks like Germanic Houses too. would be fitting for some ...German-themed maps.
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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Jan 13, 2016 1:40 am    Post subject: Reply with quote

Get them here: http://www.ppmforums.com/viewtopic.php?t=41377
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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed Jan 13, 2016 5:48 pm    Post subject: Reply with quote

Lots of chop and paste later... I finally have a decent police station Smile


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G-E
General


Joined: 09 Feb 2015

PostPosted: Thu Jan 14, 2016 3:12 pm    Post subject: Reply with quote

... and here's the end result Smile


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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Jan 15, 2016 12:06 pm    Post subject: Reply with quote

Your buildings look nice but the scaling is very inconstant. Each buildings is a different size & even details of the same building dont match.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Fri Jan 15, 2016 1:42 pm    Post subject: Reply with quote

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 Smile

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.

If I make another police building, it would probably be a sheriff's office, something more suitable for a village.
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Jan 15, 2016 3:59 pm    Post subject: Reply with quote

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.
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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Jan 15, 2016 7:01 pm    Post subject: Reply with quote

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...


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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Jan 17, 2016 3:28 am    Post subject: Reply with quote

Another shipwreck for decoration Smile

Since the foundation is 1x3, I made it a building, I was wondering can terrain objects be multi-cell foundation? I couldn't find an answer.


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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jan 17, 2016 7:25 am    Post subject: Reply with quote

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.
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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Jan 17, 2016 11:27 pm    Post subject: Reply with quote

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 Smile


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