I prefer the scale in TD/RA1 tbh... the only nitpick I had in them was how you pretty much had to have alot of units be almost full remap. _________________ ~ Excelsior ~ QUICK_EDIT
They look nice.
They would also fit in well into DTA. I'm quite sure Bittah will add them. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Do you cut out the animated light part from the lighthouse?
Looks like the building follows nice the map lighting.
Maybe the windmill wings can be cut out too, so at least the building follows the map lighting.
I wonder if we can give the lighthouse an animated light beam effect.
Using the same technique like on the TI Nod Tech Center could work. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Do you cut out the animated light part from the lighthouse?
Looks like the building follows nice the map lighting.
Maybe the windmill wings can be cut out too, so at least the building follows the map lighting.
Yeah, I indeed separated the animated part so that the rest of the building could use the isotem palette and thus be fully affected by all lighting.
For the windmill this isn't as practical however. First off it'd make the windmill wings stand out from the building itself when a map has colored lighting (for the lighthouse this is fine, since it's supposed to look like it emits light to begin with). The windmill wings are also anti-aliased, which makes it difficult to cut them out properly.
Lin Kuei Ominae wrote:
I wonder if we can give the lighthouse an animated light beam effect.
Using the same technique like on the TI Nod Tech Center could work.
I actually had that thought as well. For a moment I considered using the default TS spotlight (but that would come with multiple issues such as not properly synchronizing with the building's anim and only appearing on a single side of the building), but implementing spotlights as (alpha light) animations like in your example would indeed be fitting. _________________ QUICK_EDIT
I've never done stuff like that before. I might need help with it~
I made a light beam animation already and Bittah implemented it in DTA.
Attached is my first version. Since then we improved it already and made another version with 32 facings, so i don't see why this can't go public.
On frame 16 (frame 17 in shp builder) you can see a quick model i made to get the position and scale of the beam right. We also used this to position it ingame.
The attached anim has the palette changed from DTA unittem.pal to RA1 temperat.pal.
;the code is for TS. change it accordingly to make it work in OpenRA
[LHUS]
ActiveAnim= here is the separated lighthouse rotating lamp anim
ActiveAnimTwo=LHUS_B
[LHUS_B]
Surface=yes
LoopStart=0
LoopEnd=16 ;set 17 to see the 3d model for ingame positioning
LoopCount=-1
Rate= make it exactly the same as the lighthouse anim
UseNormalLight=yes
Translucency=75
Practically anything that looks like it fits in TD or RA can be used in DTA.
The downside about the TD/RA civilian assets however, is that they're so small.
Since units are bigger than most of the civilian assets, it's impossible to create convincing looking cities with those assets (especially when you wanna use paved roads) and they can only be used to create very small towns at best.
I already resized and converted the original TS civilian structures for this reason, although it'd be nice if we'd have similarly scaled versions of the TD/RA civilian structures alongside these.
Would you be interested in recreating TD/RA civilian assets with a larger scale? _________________ QUICK_EDIT
Would you be interested in recreating TD/RA civilian assets with a larger scale?
I've tried doing such in the past with okay result, but they might be too large and aesthetically unfitting for this purpose. These examples will be discarded due to the lack of quality (in many levels) and other reasons.
Can you give me a reference to the scale you'd want the assets in?
Those don't look bad at all, but they're indeed unfitting for DTA's graphical style.
You could use the image I linked to in my previous post as a reference for the scale, or would you prefer having the actual SHPs? _________________ QUICK_EDIT
@Bittah: I don't think the graphical style would be such a big problem. When scaled down and rotated a bit into some non-isometric grid matching direction, they should fit really well.
Perspective wise, they would fit even better than the original TD civil buildings with their bad random perspective.
Nooze wrote:
These examples will be discarded due to the lack of quality (in many levels) and other reasons.
That would be a waste of some really good assets.
I don't see how they lack quality. Texture as well as model seem detailed enough imo.
For DTA i think 1/3rd or half the size could work
Attached is Damons with 1/3rd size (smaller one) and the bigger is reduced to half the size.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Apr 10, 2015 11:40 pm Post subject:
Nooze wrote:
These examples will be discarded due to the lack of quality (in many levels) and other reasons.
Why discard something such good? I like them. _________________ "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
For civilian buildings, they work well. Damage frames and rubble and you have some good additions to maps. I'd use them. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
looks good
It seems you also raised the camera angle to fit better into TD, which is nice.
Which camera angle do you used? I use 45° for TD and 30° for TS/RA2. _________________ SHP Artist of Twisted Insurrection: Nod buildings
looks good
It seems you also raised the camera angle to fit better into TD, which is nice.
Which camera angle do you used? I use 45° for TD and 30° for TS/RA2.
I just winged it, angled it so it would be similar to the original. QUICK_EDIT
Well, the door is open (I'm not talking about the hut)
The hut looks very fitting, nice work. Would it be easy to adjust the textures to also create versions of these buildings that fit in the desert theater? It might look interesting. _________________ QUICK_EDIT
OmegaBolt says it's too big so you make it even bigger?
I do see what he means now though. It'd be best if the building's size would proportionally match that of the base structures, although that's difficult when many of those have completely different sizes compared to one another as well.
Maybe use one of the barracks as a reference for the scale? Those are the only base structures with visible doors after all. _________________ QUICK_EDIT
OmegaBolt says it's too big so you make it even bigger?
I do see what he means now though. It'd be best if the building's size would proportionally match that of the base structures, although that's difficult when many of those have completely different sizes compared to one another as well.
Maybe use one of the barracks as a reference for the scale? Those are the only base structures with visible doors after all.
Oh, there is no universal scale, not in RA1 nor RA2. So many structures are completely out of proportion in comparison to others. You can see this quite clearly on the larger structures like Paris Tower and Statue of Libery. Also some smaller structures/props are made disproportionally large. QUICK_EDIT
Not to mention that the barracks is small as well. If you look at its doors, you'll see that they're smaller than the infantry.
Well the infantry are way way too large compared to everything else in the game. You'd probably have to use RA1 infantry to be in the scale but then they would lose their interesting unique designs. QUICK_EDIT
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