:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::
Do you want to advertise at Project Perfect Mod. Find out how to do it HERE.

The time now is Wed May 23, 2018 2:51 pm
All times are UTC + 0
 Forum index » Other Projects » Alpha Projects » Command and Conquer: Rewire
In-Game Screenshots
Moderators: Gangster
Post new topic   Reply to topic Page 4 of 5 [219 Posts] View previous topic :: View next topic
Goto page: Previous 1, 2, 3, 4, 5 Next
Author Message
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 30, 2013 5:46 am    Post subject: Reply with quote

My goodness, I didn't remember Ronco's Banshee looked that good! Also I love the bus, traffic lights and pretty much everything else Very Happy
_________________


Back to top
View user's profile Send private message Visit poster's website
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Aug 30, 2013 9:38 am    Post subject: Reply with quote

Looks good, but I doubt those trees should be visible trough that structure.
_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Send e-mail Skype Account
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 30, 2013 10:37 am    Post subject: Reply with quote

They are just growing through the roof #Tongue
_________________


Back to top
View user's profile Send private message Visit poster's website
Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Fri Aug 30, 2013 10:44 am    Post subject: Reply with quote

Wow Banshee look great!

Back to top
View user's profile Send private message Visit poster's website Skype Account
Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Fri Aug 30, 2013 12:42 pm    Post subject: Reply with quote

Awesome Very Happy
_________________
Call me "Victor" if you find it anoying to type my account name #Tongue.

Back to top
View user's profile Send private message
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Sep 01, 2013 9:10 am    Post subject: Reply with quote

Dutchygamer wrote:
Looks good, but I doubt those trees should be visible trough that structure.


I dont know what to do with this. My custom SHP somethimes causes overlaping problems. Even uncompressed ones.
_________________

Work is much like a wife. It feed me. It f*ck me.
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Sep 01, 2013 9:37 am    Post subject: Reply with quote

I am not sure but it's some kind of tag you must use in the art (ZAdjust, hell I dunno anymore) afaik. Better ask LKO as he's the local king of SHPs #Tongue
_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Send e-mail Skype Account
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Sep 01, 2013 9:53 am    Post subject: Reply with quote

I know about tag but not sure about values it should have for specific building. It either shows objects behind either start overlap objects in front.

I wish I had LKO to sort things out in my code. #Tongue
_________________

Work is much like a wife. It feed me. It f*ck me.
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Sep 01, 2013 1:23 pm    Post subject: Reply with quote

Initially I'd say lower the NormalZAdjust value of the civilian structures, but although that'd solve the issue with the trees, it wouldn't solve the issue the issue you're seeing in the bottom-left corner of this image:


Are you using AttachEffect.Animation or a single-frame active animation or something? The side of the building doesn't overlap the building below it, so it looks like it's actually an attached animation with a too low ZAdjust value which is doing the overlapping there.

Assuming the code off all civilian structures is the same, could you post the code of a single civilian structure here, along with all related animations and such (if there are any)?
_________________

Back to top
View user's profile Send private message Send e-mail ModDB Profile ID YouTube User URL Facebook Profile URL
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Sep 01, 2013 3:49 pm    Post subject: Reply with quote

[CACITY07B]
Normalized=yes
Remapable=no
Foundation=2x3
Height=5
NewTheater=yes
DemandLoad=true
Palette=city
MuzzleFlash0=1,8 ; these are pixel offsets for muzzle flashes from center of base
MuzzleFlash1=39,21
MuzzleFlash2=37,-49
MuzzleFlash3=-61,-32
MuzzleFlash4=1,-32
MuzzleFlash5=44,-54
MuzzleFlash6=37,-50
MuzzleFlash7=-20,52
MuzzleFlash8=-60,-9
MuzzleFlash9=-61,9
;DamageFireOffset0=-33,53
OccupyHeight=7
CanHideThings=True
CanBeHidden=False
AddOccupy1=1,-1
AddOccupy2=0,-2
AddOccupy3=-1,-3
AddOccupy4=-2,-4
RemoveOccupy1=-5,-5
RemoveOccupy2=-5,-6
RemoveOccupy3


ctcity07b.shp
 Description:

Download
 Filename:  ctcity07b.shp
 Filesize:  36.85 KB
 Downloaded:  59 Time(s)


_________________

Work is much like a wife. It feed me. It f*ck me.
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Matthias M.
Jumpjet Infantry


Joined: 15 Jun 2012
Location: Germany

PostPosted: Sun Sep 01, 2013 4:44 pm    Post subject: Reply with quote

That visual quality is pretty hard to beat with our upcoming Tiberian Sun mod for OpenRA Wink

Back to top
View user's profile Send private message Visit poster's website
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Sep 01, 2013 5:46 pm    Post subject: Reply with quote

Why? I am one of biggest fan of your mod. Wink

If anyone had and same idea of ra2 scaled ts on openra engine like yours I would gladly share RW content with it.
_________________

Work is much like a wife. It feed me. It f*ck me.
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Sep 01, 2013 7:07 pm    Post subject: Reply with quote

Since I don't have your current build of RW I can't quickly test this, but my guess is that CanBeHidden=False is to blame. Try changing that to true.
_________________

Back to top
View user's profile Send private message Send e-mail ModDB Profile ID YouTube User URL Facebook Profile URL
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Sep 01, 2013 7:09 pm    Post subject: Reply with quote

Gangster wrote:
I wish I had LKO to sort things out in my code. #Tongue

I doubt i know anything more than you. Especially in RA2 coding i'm very unexperienced.

According the building, the code looks fine. Only the DemandLoad=true key gives me a little headache, when i see the trouble that it causes in TS (though it could work better in RA2).

Right now i would guess it's more a problem of the trees.
Maybe a wrong setting for TemperateOccupationBits/SnowOccupationBits, thus the tree is either too low or high rendered. But don't ask me how this key works (or if it is still used or even exists in RA2), as i've never tested it. #Tongue


btw, fantastic work on this mod. The graphical quality is amazing.
_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sun Sep 01, 2013 8:20 pm    Post subject: Reply with quote

DemandLoad is ignored in RA2.

I would more guess that OccupyHeight and Height should be equal and 5 seems small for the building tbh.
_________________



AS Discord server: https://discord.gg/7aM7Hm2

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Sep 01, 2013 9:09 pm    Post subject: Reply with quote

Graion Dilach wrote:

I would more guess that OccupyHeight and Height should be equal and 5 seems small for the building tbh.


I've made thous equal but no.

I have to add that overlapping doesn't happen all the time. If I put garrison inside or scroll screen away, shp got redrawn, and everything work as it should for some time.
Could it be Ares? Custom palette side effect? Or was there changes in way how YR handle with layers?

another guess, canvas size of image. Should it have specific sise for all kinds of foundations?
_________________

Work is much like a wife. It feed me. It f*ck me.
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sun Sep 01, 2013 9:28 pm    Post subject: Reply with quote

Sounds pretty much ZShape... to me.

http://www.ppmsite.com/forum/viewtopic.php?p=423080#423080
_________________



AS Discord server: https://discord.gg/7aM7Hm2

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Sep 01, 2013 10:06 pm    Post subject: Reply with quote

I am pretty sure it have tested this tag too.

shape of building havent been cut or hiden but It seems like game cant decide wich object it should draw first.

I am droping here secretly a current unstable build for in case if someone have a bright idea.
https://sourceforge.net/projects/tsrewire/files/Build%200.0.4/rw.rar/download
thanks!
_________________

Work is much like a wife. It feed me. It f*ck me.
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Sep 01, 2013 10:22 pm    Post subject: Reply with quote

@Gangster: if that happens again, let the ingame menu appear and check if the layers are then drawn correct as soon as the menu shows up.
If that happens and together with your description of the updating layers when scrolling/occupying,
it sounds more like a compression issue.

How do you created the SHPs? SHP Builder or XCC Mixer?
Try creating them with the other tool. Sometimes SHP Builder and Mixer create them different even if the compression is the same.

Height= is afaik only used for aircraft, so they know how much they have to rise when moving over it and for the building selection box. It is not used for any rendering and layer-sorting (at least in TS).

What is your canvas size? I usually follow WWs example of using a multiple of 48pixel for x and y and then as small as possible.
_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Sep 01, 2013 11:38 pm    Post subject: Reply with quote

It turns out that the compression of the buildings was indeed the issue. I just tried resaving ctcity06.shp, ctcity08.shp and ctcity10.shp with OS SHP Builder while having 'Auto Detect Best Compression' selected in the preferences and inserted those SHPs back into expandmd22.mix.
Now when viewing these buildings on the 'Second Encounter' map the guard rail is no longer visible through the Warehouse, the corner of the Urban Housings is no longer visible through the Liquore Store and my units are no longer visible through that big "YEO-CA Cola Corp." building.
_________________

Back to top
View user's profile Send private message Send e-mail ModDB Profile ID YouTube User URL Facebook Profile URL
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Sep 02, 2013 8:06 am    Post subject: Reply with quote

@Bittah
I did resaved thouse with Compression 1 Only before post any screenshots.
But I have just made same thing as you anyway and my results is even worse. With Auto-detect all my buildings ALWAYS showing objects behind. See screenshot.

@LKO

I use XCC Mixer to convert stuff and resaving with SHP builder. But ll try to do everything in SHP B for next test.
Canvas have a some random size. Never thought it might be important. CACITY07B is 264x216. Considering YR tiles is 60x30 and building foundation is 2x3


Untitled-2.png
 Description:
 Filesize:  64.33 KB
 Viewed:  12272 Time(s)

Untitled-2.png



_________________

Work is much like a wife. It feed me. It f*ck me.
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Sep 02, 2013 8:09 am    Post subject: Reply with quote

You should use AutoDetect for Normal Frames & 1 for Shadows genericly (in SHP Builder) to save buildings as this will avoid every issue related to saving the shp as far buildings go IMO.

Like... Shadow cuts/Overlap layer issue typically, else its left to ini coding.

Normal autodetect defaults using compress 3 which is a must on the actual building frames.

Can't use compress1 on building frames or units show thru it like as if it wasn't there.

To be safe, should trim down the canvas size to only needed sizes as game considers canvas size as drawing box generally to my understanding and excess may pose further issues.

Back to top
View user's profile Send private message
tomsons26lv
Cyborg Cannon


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Mon Sep 02, 2013 9:41 am    Post subject: Reply with quote

i cropped ctcity07b by -25 in all directions and the issue went away, but it could be also because my save setting is force compression 3

Gangster i noticed you haven't done the buildups, need any help on that?   Very Happy


SCRN.20130902-123846-00381.png
 Description:
 Filesize:  51.18 KB
 Viewed:  12251 Time(s)

SCRN.20130902-123846-00381.png



_________________
Tiberian Dawn, Red Alert, Tiberian Sun ,Red Alert 2,Renegade, Command & Conquer 3,Tiberium and Tiberium Wars and Westwood related image & video archive
https://picasaweb.google.com/113361105083292812413?noredirect=1

Skype live:tomsons26
Don't forget to state who are you otherwise i'll ignore the invite

Back to top
View user's profile Send private message Visit poster's website
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Sep 02, 2013 10:32 am    Post subject: Reply with quote

Thanks you everyone! It look like we beat it.

tomsons26lv wrote:
i cropped ctcity07b by -25 in all directions and the issue went away, but it could be also because my save setting is force compression 3

Gangster i noticed you haven't done the buildups, need any help on that?   Very Happy


Hey, mate. Compression 3 indeed helped! I have been running game for 15-20 minutes and havnt had any problems so far. Even major "Titan vs YEO-Cola" problem gone. Thanks!

And yes! I mean YES! I do need another pair of hands for that job! I will upload everything I have so far to a Source forum and will continue updating it in future. Feel free to fill a gap or two.

@ApolloTD
How to re-save shadow frames with 1?
_________________

Work is much like a wife. It feed me. It f*ck me.
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Mon Sep 02, 2013 11:18 am    Post subject: Reply with quote

http://www.ppmsite.com/forum/viewtopic.php?p=474296#474296

Get a beta SHP Builder, it'll be the Loading & Saving tab.
_________________



AS Discord server: https://discord.gg/7aM7Hm2

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Sep 02, 2013 1:32 pm    Post subject: Reply with quote

@Gangster:
Strange... Maybe auto-detect picked compression 1 for you for some reason. Possibly you're using an older version of OS SHP Builder?

To re-save SHPs so that the normal frames use compression 3 and the shadow frames use compression 1 you normally choose the last 'Saving Files' option; "Auto Detect for Normal Frames & 1 for Shadows".
_________________

Back to top
View user's profile Send private message Send e-mail ModDB Profile ID YouTube User URL Facebook Profile URL
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Sep 02, 2013 1:54 pm    Post subject: Reply with quote

I resaved all civilian structures with compression 3 for the normal frames and compression 1 for the shadow frames to save you some work.


ct.zip
 Description:

Download
 Filename:  ct.zip
 Filesize:  433.19 KB
 Downloaded:  68 Time(s)


_________________

Back to top
View user's profile Send private message Send e-mail ModDB Profile ID YouTube User URL Facebook Profile URL
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Sep 02, 2013 2:04 pm    Post subject: Reply with quote

Bittah Commander wrote:
I resaved all civilian structures with compression 3 for the normal frames and compression 1 for the shadow frames to save you some work.


You are awesome, sir!
I have just started doing same with latest SHP Builder Very Happy
_________________

Work is much like a wife. It feed me. It f*ck me.
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Thu Sep 12, 2013 6:14 pm    Post subject: Reply with quote

perfect MOD!!!!!!!!!!!!! Very Happy
_________________

Back to top
View user's profile Send private message Facebook Profile URL
Ramzay1945
Civilian


Joined: 28 Oct 2015
Location: Ivanovo, Yelow Zone Y-1

PostPosted: Wed Oct 28, 2015 7:55 pm    Post subject: Reply with quote

Hi! I remake quickly 2 standard yuri's revenge maps for Rewire, and find a bug.
How to repair it?



yz2.yrm
 Description:

Download
 Filename:  yz2.yrm
 Filesize:  248.8 KB
 Downloaded:  6 Time(s)


yz1.yrm
 Description:

Download
 Filename:  yz1.yrm
 Filesize:  369.54 KB
 Downloaded:  4 Time(s)


Back to top
View user's profile Send private message
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Dec 10, 2015 11:56 pm    Post subject: Reply with quote

Featuring:

- Erastus' beatiful voxels.

- New clear terrain. 27 variation tiles (clear01a..z).


voxels.jpg
 Description:
 Filesize:  1.05 MB
 Viewed:  9980 Time(s)

voxels.jpg



_________________

Work is much like a wife. It feed me. It f*ck me.
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Fri Dec 11, 2015 8:55 am    Post subject: Reply with quote

Are those real? Surprised
_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

Back to top
View user's profile Send private message Visit poster's website YouTube User URL Skype Account
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Dec 11, 2015 8:58 am    Post subject: Reply with quote

Wow. If only TS had looked like this 16 years ago...
_________________


Back to top
View user's profile Send private message Visit poster's website
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Dec 11, 2015 12:30 pm    Post subject: Reply with quote

Some of those voxels look somewhat pixelated for some reason (like they were resized or something); these being the APC, the Mammoth Tank, the Titan (why wasn't it made as an SHP?), the MRV, the mutant jeep (I'm guessing that's what it is), the battle bus, the Disruptor's turret (the disruptor itself could possibly use a more visible texture) and possibly also the Tick Tank (it's hard to make out the details of the front of the unit).

Do they also look like this in YR (or TS)? From what I've seen in TS, making the voxel a lot bigger than it actually needs to be and then sizing it down via the HVA normally makes it look a lot smoother.
_________________

Back to top
View user's profile Send private message Send e-mail ModDB Profile ID YouTube User URL Facebook Profile URL
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sat Dec 12, 2015 12:29 am    Post subject: Reply with quote

The Disruptor is clearly WIP. The Titan is VXL because OpenRA renders voxels as 3d objects pretty much which means unlimited amount of facings -> smooth turning - although something's odd with that one's shadow I acknowledge. IIRC voxel barrel recoil is also already supported at this point so really, there's no reason of using an SHP for that one - art style consistency also vouches for VXL. The APC is among the best here, the details would bleed into each other all over the place in TS/YR - that's what you call smoothing, but I'd call quality degradation. The Tick Tank and the MRV looks too smooth only due to the remap being grey on the preview imo. Also, the TD Attack Buggy - what you call mutant jeep - is fine (maybe just a bit falling into the same grey-remap-blends-details) issue.

Notsure on what normals Erastus is using, but some of the hard edges (dark pixels) are coming from using too harsh normals. The RA2 normal range is definitely a better choice for OpenRA usage compared to TS (in any case). I would also suggest a bit tweaking on the LightAmbientColor and LightDiffuseColor tags a bit to increase the contrast and decrease the glow a bit, but the assets themselves - excluding the obviously-WIP Disruptor - are completely fine.
_________________



AS Discord server: https://discord.gg/7aM7Hm2

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Mon Dec 14, 2015 4:45 pm    Post subject: Reply with quote

I have to agree with Bittah, the larger voxels looks horribly blocky and IMO look worse for what they are than the original TS graphics or the earlier smaller RW voxels. I'm not sure if this is limitations of the voxel format showing in the larger format or limitations of the artist?

Are these hand drawn or converted 3D models? To me they look like a pixel art artist tried to work on an image that was too large and would better have been done as vector art or a render only wrought in 3D. The smaller voxels like hte buggy and bike look fine in comparison.

Back to top
View user's profile Send private message
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Dec 18, 2015 6:02 pm    Post subject: Reply with quote


_________________

Work is much like a wife. It feed me. It f*ck me.
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Fri Dec 18, 2015 8:23 pm    Post subject: Reply with quote

Beautiful miner, you have there. ^.^
_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

Back to top
View user's profile Send private message Visit poster's website YouTube User URL Skype Account
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Dec 18, 2015 9:02 pm    Post subject: Reply with quote

This looks so cool.
_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Fri Dec 18, 2015 9:45 pm    Post subject: Reply with quote

The construction yard is a lovely shade of glitch.

Back to top
View user's profile Send private message
Kamuix
Grenadier


Joined: 02 Nov 2012
Location: Canada

PostPosted: Thu Dec 24, 2015 7:19 am    Post subject: Reply with quote

Awsome work I cannot believe those close close ups on the other page it's unbelievable work I can't wait to see more I always come back here to check for new posts

Back to top
View user's profile Send private message
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Dec 29, 2015 5:28 pm    Post subject: Reply with quote

Started on putting tib to game. Made it very draft for now because were mainly testing XY offsets and some changes in its code. Single patch with no custom palette yet.


tiberium initial.png
 Description:
 Filesize:  1.1 MB
 Viewed:  9009 Time(s)

tiberium initial.png



_________________

Work is much like a wife. It feed me. It f*ck me.
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Wed Dec 30, 2015 9:58 am    Post subject: Reply with quote

Blade wrote:
I have to agree with Bittah, the larger voxels looks horribly blocky and IMO look worse for what they are than the original TS graphics or the earlier smaller RW voxels. I'm not sure if this is limitations of the voxel format showing in the larger format or limitations of the artist?

Are these hand drawn or converted 3D models? To me they look like a pixel art artist tried to work on an image that was too large and would better have been done as vector art or a render only wrought in 3D. The smaller voxels like hte buggy and bike look fine in comparison.

My impression is that the textures of the voxels in question simply have a little too much detail/contrast.

Making detailed voxels look good is a major challenge compared to sprites, due to lack of AA.

Back to top
View user's profile Send private message Send e-mail
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Dec 30, 2015 11:42 am    Post subject: Reply with quote

update on tiberium


greentiberium.png
 Description:
 Filesize:  1.36 MB
 Viewed:  8927 Time(s)

greentiberium.png



_________________

Work is much like a wife. It feed me. It f*ck me.
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Speeder
Commander


Joined: 03 Sep 2004
Location: Point Hope

PostPosted: Wed Dec 30, 2015 12:03 pm    Post subject: Reply with quote

Nice, it looks more randomized and less fake now.
_________________

Back to top
View user's profile Send private message Visit poster's website YouTube User URL Facebook Profile URL Twitter Channel URL
SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Dec 30, 2015 2:32 pm    Post subject:   Reply with quote

Really looking great Gangster!
_________________

Back to top
View user's profile Send private message Send e-mail Skype Account
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Dec 30, 2015 4:29 pm    Post subject: Reply with quote



And this is it for now.

P.S. not photoshoped, for real
_________________

Work is much like a wife. It feed me. It f*ck me.
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Dec 30, 2015 5:16 pm    Post subject: Reply with quote

Wow, that's a nice effect. I guess mappers won't need to place invisible light posts in tiberium fields anymore now Smile

What exactly is creating this effect? I think it'd be best if all tiberium had this gas effect over it, with the gas looking thicker in the middle of bigger tiberium fields and thinner at the edges and small fields.
_________________

Back to top
View user's profile Send private message Send e-mail ModDB Profile ID YouTube User URL Facebook Profile URL
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Wed Dec 30, 2015 5:36 pm    Post subject: Reply with quote

Looking at it, I'd guess a "colored alphalight-alike" SHP image with BlendMode:Additive attached to the tibtree.
_________________



AS Discord server: https://discord.gg/7aM7Hm2

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed Dec 30, 2015 6:13 pm    Post subject: Reply with quote

Magnificent!
_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

Back to top
View user's profile Send private message Visit poster's website YouTube User URL Skype Account
Display posts from previous:   
Post new topic   Reply to topic Page 4 of 5 [219 Posts] Goto page: Previous 1, 2, 3, 4, 5 Next
View previous topic :: View next topic
 Forum index » Other Projects » Alpha Projects » Command and Conquer: Rewire
Jump to:  
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

Wildcard SSL Certificates
[ Time: 0.5107s ][ Queries: 19 (0.1364s) ][ Debug on ]