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USA Command Center
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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Mar 30, 2023 4:19 pm    Post subject:  USA Command Center Reply with quote  Mark this post and the followings unread

The US Command Center is a large building, and its a bit tricky getting it to fit in right with YR.  So I'm experimenting with a few different layouts.  the gif has an enormous 5x5 structure, and then I've chipped it down to 5x4, and then two 4x4 options.



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Mar 31, 2023 6:35 am    Post subject: Reply with quote  Mark this post and the followings unread

I like the larger 5x4 version, 4x4s looks incomplete without the extra parts on the side & 4x4b looks to squished together IMO.

The anim for the radar dish has acceleration/decceletation at the start/end, I'd recommend turning that off so it rotates at a consistent speed.

Having the dozer deliver the crate is a really nice touch Very Happy

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sat Apr 01, 2023 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think that it looks really impressive and is laid out well as 5x4. As a bonus, it is unique for one more reason because of it. I think it looks good as 4x4, but the bigger one just really looks like a command center.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun Apr 02, 2023 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Going to stick with the 5x4 one.  Updated the dozer anim to place the crate on a trap door.  Now to do a buildup...



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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Apr 02, 2023 7:44 am    Post subject: Reply with quote  Mark this post and the followings unread

I would add more detail to the door, it looks like a simple gradient.

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McPwny
Scorpion Sniper


Joined: 29 Jan 2018

PostPosted: Sun Apr 02, 2023 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

pretty good. looks like you need to set the interpolation on the satellite anim to
linear from bezier. also, your dozer animation has different lighting than the building

try using the ini tag 'ZShapePointMove=' to fix that clipping issue with the bottom of
your building

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DaFool
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Joined: 07 Nov 2006

PostPosted: Thu Apr 06, 2023 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Still tweaking some details, but testing out a deploy anim



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GREEN
Light Infantry


Joined: 26 Dec 2016

PostPosted: Fri Apr 07, 2023 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks cool. does it work for tibsun too

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Apr 08, 2023 3:26 am    Post subject: Reply with quote  Mark this post and the followings unread

This is for my YR mod



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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Apr 09, 2023 10:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, the damage looks more like melted plastic then concrete & steel :/ I'd recommend putting actual holes in the model instead of just warping the geometry.

I did this for my models by simply subdividing the mesh & then randomly deleting small sections to add damage.



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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Apr 10, 2023 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I see it.  The original model has a deform in it like a very heavy pole fell on the top of the main structure and I tried to recreate it, but a little more craftsmanship is called for here.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Apr 10, 2023 8:58 am    Post subject: Reply with quote  Mark this post and the followings unread

*Plays game of Zero Hour*

Ah yeah I can see what you were aiming for now, If you want to make the damage accurate to the original game then it looks good. I think you have the skills to make it look a lot more interesting though, but it's up to you.

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McPwny
Scorpion Sniper


Joined: 29 Jan 2018

PostPosted: Mon Apr 10, 2023 9:38 am    Post subject: Reply with quote  Mark this post and the followings unread

i suggest using booleans to make some big holes in the structure, and
then placing broken walls and junk inside the hole so players can see
the inside of the ruined building. dont be hesitant to really demolish it

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Apr 17, 2023 2:53 am    Post subject: Reply with quote  Mark this post and the followings unread

I'll come back to the damage frame.  Blender has a plug in that I've used before called "Cell Fracture" which is a quick and easy way to take chunks out of a mesh.  Anyways, I've turned my eye to the power plant.  The foundation wasn't exactly 2x2 or 2x3, so I'm playing with proportions/scaling to see what looks right.  Need to make the big block of concrete in the middle more interesting, but its coming together



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G-E
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Joined: 09 Feb 2015

PostPosted: Mon Apr 17, 2023 4:40 am    Post subject: Reply with quote  Mark this post and the followings unread

My first question is what is the power source/type that represents? I mean it's not nuclear, and it's not petroleum based, sooo what is it? Some electric eels in a tank? Radioactive algae? Some guys furiously jerking off to porn?

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McPwny
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Joined: 29 Jan 2018

PostPosted: Mon Apr 17, 2023 5:02 am    Post subject: Reply with quote  Mark this post and the followings unread

nuclear fusion

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Tue Apr 18, 2023 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

"Cold Fusion Reactor" so magic I guess



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DaFool
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PostPosted: Thu Apr 27, 2023 2:36 am    Post subject: Reply with quote  Mark this post and the followings unread

moving on to the barracks



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McPwny
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PostPosted: Thu Apr 27, 2023 2:40 am    Post subject: Reply with quote  Mark this post and the followings unread

well hey, thats pretty good

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