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 Forum index » Featured Projects » D-Day » D-Day News
Japanese GUI and buildings
Moderators: Mig Eater
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed May 25, 2016 1:26 pm    Post subject:   Japanese GUI and buildings Reply with quote

The Japanese are back with a new sidebar and several new buildings, which when built give you access to new superweapons. Also in this screenshot is a new style of cameo, which replaces the monochromatic sepia coloured cameos previously used with full colour renders. Lastly this was taken on a new map that I will be posting more about in the coming weeks, along with several others.



Click to enlarge



This is a new more historically correct version of the barracks, based on a structure built by the Japanese on Saipan.



The Special Research Unit is a chemical weapons lab that gives you the ability to build chemical spreading tanks and use the Contaminate superweapon. Which releases a large gas cloud that will slowly damage any units or buildings within it's area.

Note: I was reluctant to add this building/support weapon due to the sensitive nature of Japan's use and research of chemical/biological weapons. Because of the sensitive nature tho, Japan's use of such weapons during the war isn't widely known. I thought this might be a good way to raise awareness and possibly inspire players to research about it themselves.



The Special Attack Unit gives you the ability to build kamikaze units, as well as accesses to the MXY7 Ohka superweapon, a specialised piloted rocket equipped with a large warhead.  
 


The Joint Operations Centre Is used by the post-war Japanese Self Defence Force sub-faction to coordinate with their American allies and call in B-47 Stratojet airstrikes on enemy targets.

Note: The JSDF as it's name implies is a defensive force and as such doesn't have any large or long range offensive weaponry. They instead rely upon their American allies to support them if they enter into a war.
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deathreaperz
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Joined: 20 May 2013
Location: Creativity Corp, ID Division

PostPosted: Wed May 25, 2016 2:34 pm    Post subject: Reply with quote

Boss
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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed May 25, 2016 2:57 pm    Post subject: Reply with quote

Sorry Mig Eater, but when I saw the Special Research Unit I got thrown into Age of Empires 2. It reminds me so much of its Blacksmith building.


Wonderful work, as always!
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CCHyper
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Joined: 07 Apr 2005

PostPosted: Wed May 25, 2016 10:32 pm    Post subject: Reply with quote

I think everyone can agree that Mig Eater owns this engine, outright.

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G-E
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Joined: 09 Feb 2015

PostPosted: Wed May 25, 2016 11:42 pm    Post subject: Reply with quote

I almost want to complain, your shp work is awesome and makes your voxels look poopie #Tongue
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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Thu May 26, 2016 8:19 am    Post subject: Reply with quote

Awesome stuff! Do you ever think of moving to OpenRA at some point?

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu May 26, 2016 10:31 am    Post subject: Reply with quote

CCHyper wrote:
I think everyone can agree that Mig Eater owns this engine, outright.

I think EA's lawyers would disagree #Tongue  

I plan to look into the feasibility of making a OpenRA version of D-day after the next release.
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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Thu May 26, 2016 11:04 am    Post subject: Reply with quote

Feel free to bug me immediately with questions then.
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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Thu May 26, 2016 12:36 pm    Post subject: Reply with quote

This is fantastic, as your work always is.
I'm in awe every time I check on D-Day.

What I especially admire in your structures is your ability to combine cultural elements with plausibility - it's easy to overstress cultural elements in building designs to a point where their presence is not plausible (onion domes!), and it's hard to come up with plausible designs that are still reconizably associated with a certain culture. Perhaps this is easier to do with pre-industrial architecture (I'd be curious how you would design a Japanese structure from the 1960s, 70s, 80s, 90s...), but regardless, your designs certainly hit the mark on this aspect.
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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Thu May 26, 2016 1:36 pm    Post subject: Reply with quote

I struggled a lot with the design of the Japanese structures. I spent roughly two years doing research, amassing a large collection of reference material. Some of which came from just "driving" around Japan with google street view, taking screen caps of anything interesting. Once I put together an aesthetic style I was happy with, It only took a month to make most of the 3D models.

I have plans to also put all that research into making a large set of Japanese civilian buildings for use on several new maps.
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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu May 26, 2016 3:03 pm    Post subject: Reply with quote

Mig Eater wrote:

I plan to look into the feasibility of making a OpenRA version of D-day after the next release.


Although alot of work, the amount of detail you will be able to add to each voxel would be amazing!

Would be nice if you could paint tile tint's like other WW2 2d Isometric games. Although i think I remember you doing something like this already in RA2 engine.
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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri May 27, 2016 9:36 am    Post subject: Reply with quote

What is the function of the Temple, please? If you have already spoken about that in another thread, apologies.
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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Fri May 27, 2016 9:46 am    Post subject: Reply with quote

The temple gives you a support power that lets you inspire your troops with the Bushido warrior spirit giving your units a boost in health and speed for a short time.

At the bottom of this screenshot you can several units with the Bushido buff applied.
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