Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Mon Jan 18, 2016 2:11 am Post subject:
G-E wrote:
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.
If I make another police building, it would probably be a sheriff's office, something more suitable for a village.
The depth to which you consider the design and architecture of that structure is amazing. It's more like miniature-building than just making graphics.
OTOH, unfortunately the ships do not look as excellent yet. I think the outlines are somewhat blurry (especially the nets and rig), but it may be hard to squeeze so much detail into such small graphics. The dimensions also still seem slightly off, but I can't pinpoint in what way. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
The wooden ship is supposed to be "soft" as it's weather worn wood with mold and other plant life making it slimy. The broken mast bits are likewise lumpy as wood doesn't erode evenly.
The metal fishing boat does handle weathering better, some paint remains on it, the aluminum rigging is a pale blue-gray, and you're right it's hard to make it appear worn and sharp simultaneously. The poles and whatnot also have to blend into the background a little more than I could achieve with near-black shades, at best I could try more contrast on them? _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Mon Jan 18, 2016 3:11 am Post subject:
You are right, blurry-ness might not be the issue. I think it's more that there's a contrast between some "sharp" lines and the blurry rest.
The wooden ship looks fine, actually. It's faded and worn all over and blends into the surroundings, whereas the metal ship seems "sharp" in its outline, but blurred in its textures.
I'm one of the last people that could give you advice on graphics the only suggestion I can make that I'm somewhat sure of is that the metal ship has very dark segments along its outlines in some places (roof of cabin, hind part of the deck) that appear misplaced (and were better IMO in the snow version). Recoloring/removing just a few pixels in these places will already do much. If it looks faded all over, I think the "blurry" aspect will come across more positively.
Also, in the rigging, there are some darker parts that would maybe look better if you changed the color to the light grey hue that surrounds it. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Made a new Howitzer to replace the WW voxel, and decided to turn the pdplane into something more military looking but making it dark grey, fixing a bunch of holes/bumps and touching up normals.
Updated my Battleship finally, althought I might spend more time cleaning up the hull, you really can't see the imperfections... that 8yr old voxel was killing me.
That's kinda funny, it's the turret I'm unhappy with, not that it's ugly or anything, but it's a little too modern for the ship. Same with that aero/armor hump at the front. I'll wait for Banshee to fix VXLSE to texture it... QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sat Feb 06, 2016 2:20 pm Post subject:
I agree that the 'bump' on the battleship looks kind of misplaced, but I don't see the "anachronistic" problem with the turret. Sure, it's angular, while the superstructure is dominated by round shapes. And sure, it has a different and seemingly more modern color than the base of the vessel, but the superstructure has that also.
As for the cruiser, interesting concept - is it supposed to be something like a bombard? _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Sure, it's angular, while the superstructure is dominated by round shapes. And sure, it has a different and seemingly more modern color than the base of the vessel, but the superstructure has that also.
The Battleship is inspired by the USS New Jersey, but with obviously fewer turrets, one of the main turrets would be where that hump is, and I did want some kind of forward-facing shielding... it was the best I could come up with. You are right it's not entirely out of place, given the modern looking Carrier and various fighting ships in the mod, I just feel it could be better.
Millennium wrote:
As for the cruiser, interesting concept - is it supposed to be something like a bombard?
Yea it's like an Aegis + Howitzer in one, not ideal for ship-to-ship combat, but a very effective shore pounder. The French also get the Frigate which is somewhere between a Destroyer/Escort and the Battleship to handle the combat role. QUICK_EDIT
I have a few units left to add/make audio for, but I've done enough for updating the feel of things. Ripped sounds from TS, YR, Generals, Zerohour, and some oddballs from RA3/C&C3/C&C4 that were uploaded here. Although I have RA3 and C&C3 I haven't looked into using the ripping tools yet.
Still need to fiddle with the Chemical Tank and Scud, animations suck, not sure what the weapons/warheads should be exactly yet. Both are Iraqi units, but they also get a seismic tank called the Havoc, so they aren't suffering by any means.
One thing that will throw off many YR players, some of the voices have been reallocated to other units, and I'd say a good third of them were also edited.
Note: if you downloaded previous versions, you have to delete ecache09.mix, the files were merged differently this time.
As you see there's often a minimal level of detail on the voxel, but using careful shaping I use the normals to give it additional detail. It's a way of adding detail without making it appear dirty.
It's a mix of I & II with some other design alterations. If you'll notice, almost every unit that I've added that has a real life example, is different.
The Abrahms on the top left only has passing resemblance on the front of the turret, while the rear is nothing like it, nor is the hull. The tank destroyer on the right would look a lot like an awful lot like a Jagdpanther without the extra cladding, but it would also be much smaller.
The idea is to keep them similar enough to be recognizable, but that's it.
And if you'll notice, the Allied vehicles are generally angular, whereas the Soviet vehicles are rounded. Each side has it's own preferred technology, Allies have cleverer and lighter armour, while the Soviets have heavier cast "bathtub" armour technology; the Allies thus have a speed advantage, the Soviets have a strength advantage. Just one of the many ways to keep the balance interesting. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
It's a mix of I & II with some other design alterations. If you'll notice, almost every unit that I've added that has a real life example, is different.
The Abrahms on the top left only has passing resemblance on the front of the turret, while the rear is nothing like it, nor is the hull. The tank destroyer on the right would look a lot like an awful lot like a Jagdpanther without the extra cladding, but it would also be much smaller.
The idea is to keep them similar enough to be recognizable, but that's it.
And if you'll notice, the Allied vehicles are generally angular, whereas the Soviet vehicles are rounded. Each side has it's own preferred technology, Allies have cleverer and lighter armour, while the Soviets have heavier cast "bathtub" armour technology; the Allies thus have a speed advantage, the Soviets have a strength advantage. Just one of the many ways to keep the balance interesting.
if its intended to be a progression you reverted it back to a flawed design the leopard 1 has.
even the canadians retrofittet their old leopard 1, they have a slightly different shape. _________________ Hydraw Art on Facebook QUICK_EDIT
if its intended to be a progression you reverted it back to a flawed design the leopard 1 has.
even the canadians retrofittet their old leopard 1, they have a slightly different shape.
Are you saying my hypothetical tank is defective?
Sometimes it's hard to believe that the Abrahms was originally released 35yrs ago...
Seriously though, what is the problem with it? QUICK_EDIT
if its intended to be a progression you reverted it back to a flawed design the leopard 1 has.
even the canadians retrofittet their old leopard 1, they have a slightly different shape.
Are you saying my hypothetical tank is defective?
Sometimes it's hard to believe that the Abrahms was originally released 35yrs ago...
Seriously though, what is the problem with it?
the leopard 1 was based on speed, it naturally hasn't had much attention in regards to armor or silhouette, meaning its a great target as it sports a big roundish turret without much angles, the canadians attached armor modules to fix that issue for their leopard 1A5. The turret shape is different. and also the turret is longer in the back, your version looks more like a russian model.
Edit by Mig: I made the image smaller to stop it from stretching the screen _________________ Hydraw Art on Facebook QUICK_EDIT
The only problem I see is the normals smoothing makes the turret look more rounded than it is. I may go back to finesse them to make the sides appear angular, but it doesn't bother me.
You can see on my voxel it has some of the optional layers of plating around the tracks to protect the crew, and I duplicated the indent and periscope on the turret's left side. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
true tho, but the shape of the turret should be longer and have an ammo department in the backside of the turret too tho, its essentially minor graphical fixes if you REALLY want it to be more authentic, as it is now it doesnt really look like either leo 1 or 2 , only the chassis.
the grizzly does have have more similarities at this point with the leopard 1 _________________ Hydraw Art on Facebook QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Tue Apr 19, 2016 11:16 pm Post subject:
I think each Burst's FireFLH has its "own" RadialFire segments, so if the left burst shots is fired towards the right, it will cross over the shots fired from the left, and vice versa. Of course, CourseLockDuration and/or low ROT will make that phenomenon more prominent. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Well I see it's happening, but trying to understand more precisely, and why. Because as it looks, radialfire is confused, and the target course is not consistent with firing angle.
You see the top missile (fired first) moves to the right, followed by the left missile which moves to the middle, followed by the right missile moving to the left. Which rather seems like the angle calculation is rotating with the path calculation, but offset by one radial position. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Interesting pinch points, some centrally contestable goodies, and a not very strategically useful airport. Each position gets a derrick.
Everyone gets gets a little defensive advantage, but no easy expansion options. I tried 2 test games, the last time I cleared some trees away here and there, seems pretty good.
That said, I didn't want it to just blend away into the grass, I wanted it to appear more like flagstones. As it is, it makes great rural driveways and even city footpaths.
Unfortunately for my purposes, I'm going to have to make dirt-grass shore pieces rather than use the LAT system, because I still have farm crops to make which transition to dirt.
Sorted out the airport tiles finally, just need to tweak some of the runway bits and make more alternates. There's enough pieces to make several configurations...
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