Posted: Fri Apr 29, 2016 3:39 pm Post subject:
Enigma (SC) [OpenRA]
Subject description: Progress and news...
Exley wrote:
but if I was you, I'd create "my own game universe"
nor C&C nor SC
A few months ago I started to test the new engine OpenRA, despite some problems with objects. I like "OpenRA" because at the great lighting, infinite facings and many improvements to the SHP format and many other things! which they are not possible in the RA2 / TS engine.
See this, this is an image in the game, the true quality is not is final, but I'm impressed, because it's like that I imagine it from the beginning.
Now let's look at some of the magic of lighting of the game:
all possibilities offered by the game are a great reason to develop this MOD. and perhaps with the help of developers, it is possible to integrate a system of nonlinear campaign as a Total War or Dawn of War Dark Crusade; with turns, fleets, management and more ...
This image shows a small idea for the campaign:
WIP
- Concept art!
And here some units and structures in which I worked.
- Achilobator Tank UE (main tank)
- transport Aircraft UE
- drone of the "Darks" (main vehicle)
- civilian machine (mineral extraction)
- unknow
special thanks for Smoke_Fumus (model base)
- Power Plant UE
special thanks for Smoke_Fumus (model base)
And also will talk about my work with the terrain and the new planets, Nevid is the icy planet that suffers terra transformation, that's why the presence of lava and volcanoes ... the conditions are extreme, but minerals are a great source of energy...
NEVID
Nevid landscape WIP
small scene in Nevid
For now it's all I could do ... and I want to thank the developers OpenRA, it is a great engine!
*speechless* _________________ 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.
Holy shit... If a commercial game looked like this, I'd definitely buy it (although unfortunately not with the way units currently move in OpenRA, but it'll surely eventually be fixed). _________________ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed May 04, 2016 1:45 am Post subject:
G-E wrote:
Hah you're going to murder your cpu...
How's the performance in a real game do you know?
There's only one thing which can murder performance, and that's voxels. A 2 GHz CPU will run his mod quite well otherwise. The snow are properly implemented particle effects (not superlaggy particles á lá WW engine) and the SHP effects are also lagfree - as being rendered on the GPU instead of the CPU.
Zis ain't Westwood. _________________ "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
This game (i can't call this a "mod") definitely raises the standards.
The 96x48 tile size is also very well chosen. The scaling and details of all the objects is great.
Excellent work
Concerning performance, i would be more worried about the size of the game.
Even the DTA ships (which are big for TD scale, but tiny in comparison with this) reach file sizes of 1-2 MB.
Units in that scale with 32 or more facings and then having move, stand, firing anims will quickly make a single unit reach 10mb or more. I just hope OpenRA can handle a big project with many assets that reach several hundred megabytes just for the unit graphics.
No clue why i haven't seen this earlier. PPMs new posts announcement logic needs improvement. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Nov 27, 2016 12:47 pm Post subject:
Lin Kuei Ominae wrote:
I just hope OpenRA can handle a big project with many assets that reach several hundred megabytes just for the unit graphics.
Non-terrain graphics are handled quite good, I doubt this will be the problem - I'm more worried about the terrain size longterm - see http://logs.openra.net/?year=2016&month=02&day=07#11:55:42 and http://logs.openra.net/?year=2016&month=06&day=10#14:47:26. _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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
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