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Remaking All RA2/YR units
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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Wed Jun 17, 2015 5:30 am    Post subject:  Remaking All RA2/YR units
Subject description: WIP
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Decided to give modding a go again after all these years, and with ARES I think I could make something fun! To kick things off here is the rhino replacement for the Soviets;

I always thought that the Rhino Tank was underwhelming compared to its RA1 counterpart, so I made one to look similar to the heavy tank.

First voxel I've made in I can't even remember how long, so feedback would be appreciated, I know the turret/barrel needs work. Will make a few more voxels before making a mod announcement thread.

EDIT: Added screenie and added new harvester and flak track



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Last edited by XxpeddyxX on Fri Jun 19, 2015 2:01 am; edited 2 times in total

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Shepherd Moons
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Joined: 12 Jul 2011

PostPosted: Wed Jun 17, 2015 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm sorry but I can't see the picture.

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Fri Jun 19, 2015 1:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated first post and added screenie.

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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Jun 19, 2015 1:54 am    Post subject: Reply with quote  Mark this post and the followings unread

The normals seem off on the harvester, and those black lines are a bit strong, when the unit is at an angle the lines turn into a bunch of black dots making it look dirty instead.

I see you also didn't add remap to the half-track, and a bunch to the turret, which is inconsistent with your tank. Regardless which style you use, I'd suggest being at least consistent.

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Anderwin
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Joined: 16 May 2005

PostPosted: Fri Jul 24, 2015 12:37 am    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX

WTF, u? wow! Welcome

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Aro
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Joined: 10 Sep 2006

PostPosted: Fri Jul 24, 2015 8:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Welcome back, man. Very Happy

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Mon Aug 03, 2015 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks guys long time indeed. Playing around with cameos, any feedback is appreciated.



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badbully
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Joined: 03 Jul 2015
Location: between heaven and hell "the healln point"

PostPosted: Mon Aug 03, 2015 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

IMO the cameos are much better than the voxels lol.

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Exley
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Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue Aug 04, 2015 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

i never liked RA2's lightning on voxels
they messed it up internally its all too shiny

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Tue Aug 04, 2015 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I think there is a tag to reduce light but I forget, UnitLighting= or something.

Decided to try out making cameos from the buildings themselves.



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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Tue Aug 11, 2015 8:53 am    Post subject: Reply with quote  Mark this post and the followings unread

WIP hammerhead artillery from RA2 concept art. The remap on the body looks weird as shit so I'll have to remove it at some point.

I'm using Cubed Auto Normals @ RA2 range, is there a better normals setting? I tried Mig's normals but they make it really blocky, guessing because it is big.



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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Aug 11, 2015 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

My normals script is just a starting point, I always manually smooth it after.

Nice to see some of my aircraft getting used too Smile

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Sat Mar 12, 2016 2:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Updates are slow. Railgun tank, still working on the voxel, cameo looks fine imo. Based on this..



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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Mar 12, 2016 5:50 am    Post subject: Reply with quote  Mark this post and the followings unread

I like where this is going. Any chance of a release?

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G-E
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Joined: 09 Feb 2015

PostPosted: Sat Mar 12, 2016 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

The TS style icons are nice, but I have to agree, the voxels are mediocre at best.

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Sun Mar 13, 2016 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the feedback. I agree also, but I don't have access to 3D modeling software, I'll put more effort in but I can only do so much.

And yes I'll release eventually, just needs more work.

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Alex06
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Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Sun Mar 13, 2016 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is a mod I'd definitely want to play! Very Happy

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Wed Mar 16, 2016 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I haven't touched the aimd.ini in a while but for some reason my AI is lazier than last time now. I'll post a thread in mod announcements some time this week with credit where it's due etc.

Game didn't last long so didn't get to see the AI use stronger units.




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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Mar 16, 2016 11:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Having seen the icons in action, I think they are too uniform, it takes a split second longer to recognize them than it should...

I don't know how exactly you can fix that and maintain the colour schema, but they need more contrast for sure.

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Fri Mar 25, 2016 12:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Been working on it, I think a border should fix that, temporarily at least.

Decided to branch out from Allies/Soviets for a while and work on a new faction. Haven't touched Yuri yet but East Asia (Korea so far, Japan will definitely be in there) is somewhat playable, AI needs a lot of work still.

And yes I know I was very lazy coming up with an AA unit for them so I just made a Gattling Tank based on the generals one. Also moved the Railgun Tank over to the Asians, I'm having trouble keeping the "theme" and coming up with radar & tech units for this faction.





Credits in this video:
Insignias - lefthand
PRC Structures & sidebar - Mig Eater
Dragon Missile System - MadHQ
Lynx Battle Tank (Buster Tank) - B.A.Znd
MiG - Mig Eater
Asian MCV - Shepherd Moons
Prerelease Sov Wall - BrianPrime
APC - Bu7loos
Railgun dude - kenosis
East Asia Infantry - raminator (soviet pack)
Harvester - ???



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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Sat Mar 26, 2016 2:45 am    Post subject: Reply with quote  Mark this post and the followings unread

The more I look at it the more I want to change the background entirely.



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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Mar 26, 2016 9:15 am    Post subject: Reply with quote  Mark this post and the followings unread

I WANT IT ALL NOW! THEY'RE SOOO GOOD!

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

PostPosted: Sat Mar 26, 2016 12:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is one of the most interesting art packs I've seen, and I'm not just saying that because the mod you're making out of it includes an Eastasia faction.

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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sat Mar 26, 2016 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good to see that my old Hover MLRS voxel is being used in this mod. Smile

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Sat Mar 26, 2016 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

And your allied navy voxels!



And battle fort, and the ground mlrs. So much for making my own #Tongue

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Sun Mar 27, 2016 2:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Need opinions on this style of cameo. Is the old one better, or the new one?

If the new one, do you prefer the rounded edges or the squared edges?

Old one is on the right.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Mar 27, 2016 2:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Why don't you try something entirely new? Skip the glass button effect and surprise us Smile

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Mar 27, 2016 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

The background should be a different colour to the units, it makes them a lot clearer & easier to see quickly.

The light & dark contrasting pattern of the newer ones draws a lot more attention then the dark and low contrast units making them harder to quickly see too.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sun Mar 27, 2016 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you trying to mimic the Red Alert 3 Icons/Cameos? If so you could just do it like they did with a vertical gradient going from top to bottom as a darkest to brightest as the colors go down. Also the colors of the units were also slightly different as well to make them not blend in too much.

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Sun Mar 27, 2016 3:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd say go for a desaturated background color.  Might also want to drop the glass effect in favor of a chisel.

Something overall is bad, like if you're still relying on a shared palette instead of using PCX cameos.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Wed Mar 30, 2016 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry about the big video, if I knew/had good video editing tools I'd crop out unecessary parts of the screen.





Thanks to infantry prerequisites in ARES 0.B I was able to make the hacker work independently, up to 8 of them getting $8 periodically if they are near the radar.

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Fri Apr 15, 2016 12:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Is there any way to make an animated turret not wobble around so much? It's only the barrels moving, no idea why the game does this. The GIF skips frames but ingame you can see every detail of the turret wobbling.

Thoughts on RA3 style cameos? I tried chisel, didn't like it.



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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Apr 15, 2016 12:27 am    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
Is there any way to make an animated turret not wobble around so much? It's only the barrels moving, no idea why the game does this.

It has to do with the way position is re-calculated when the hva rotates/moves a part... I'd be interested in hearing a solution too.

I made a tank with a grinding wheel on the front, where I tried using the hva to animate curved blades moving laterally to simulate rotation, and I also tried actual rotation, both cases make the underlying voxel wobble, which in your case is the turret.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Apr 15, 2016 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

It's not possible to stop an animated vxl from "wobbling". As G-E said it's a side effect of the way the game calculates a vxl's position during an anim & would require recoding the games engine to fix.

If it really bothers you, you can either turn the vxl into a shp or mod OpenRA instead...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Apr 15, 2016 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

-Only hva rotated sections cause wobbling.
-hva animated vxl don't wobble if the bounding box of the entire vxl stays exactly the same.
-rotation in the hva changes the bounding box of the section and thus also of the entire vxl if that section is an outer section (not enclosed inside a much bigger main section)

For example, tanks with animated tracks don't wobble, because the bounding box doesn't change.

So if you do your animation by using multiple sections, each having the exact same size and the same rotation, it shouldn't wobble. Use the header to make the sections size 0 to be invisible or 1 to be visible on each frame, so you show/hide the different sections frame by frame.
Then have in each section one stage of the anim.


Worth a try
-since bounding box changes cause wobble, try to create a big empty section which is bigger than the voxel in all its animation stages. This should make sure the bounding box doesn't change and thus (in theory) stop wobbling.
It would be comparable to aircraft with small propellers, which IIRC don't wobble too, because the big main airframe sections bounding box is always big enough, so the small animated propellers never leave that bounding box in any of their hva frames.

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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Apr 15, 2016 10:11 am    Post subject: Reply with quote  Mark this post and the followings unread

LKO: I tested a section narrower than the tank body, and moved left-right by 2 dots within arms extending from the body, but it still made the body wobble. I didn't test using frames to hide/display, but that should work correctly if the voxel is already drawn offset in the section, thus requires no recalculating origins and such.

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