Posted: Wed Jun 17, 2015 5:30 am Post subject:
Remaking All RA2/YR units
Subject description: WIP
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
mtnkwip.jpg
Description:
allied medium tank wip
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sovunits.jpg
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Last edited by XxpeddyxX on Fri Jun 19, 2015 2:01 am; edited 2 times in total QUICK_EDIT
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. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
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.
I like where this is going. Any chance of a release? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
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.
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 - ???
I WANT IT ALL NOW! THEY'RE SOOO GOOD! _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sat Mar 26, 2016 12:24 pm Post subject:
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. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
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. _________________
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. _________________ ~ Excelsior ~ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Mar 27, 2016 3:08 pm Post subject:
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. _________________ "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
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. QUICK_EDIT
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.
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. QUICK_EDIT
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... _________________
-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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
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