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 Forum index » Modding Central » Media Hut
Pre-Release Eiffel Tower
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Symphonic
Pyro Sniper


Joined: 06 Jan 2009

PostPosted: Sun Feb 17, 2019 12:54 am    Post subject:  Pre-Release Eiffel Tower Reply with quote

Decided to take another stab at this thing.

Left is the one I made back in... 2012? I think? Right is the new one (work in progress). Original screenshot is included for comparison.

Can somebody please post the full-quality base? I think it's in isotem or isourb. I'm using a Mac, otherwise I'd take care of it, but I don't have parallels installed.

EDIT: Thanks tomsons26lv/TAK02!

EDIT #2: See posts below for latest edits.


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Last edited by Symphonic on Mon Feb 18, 2019 10:00 pm; edited 1 time in total

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TAK02
Commander


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Feb 17, 2019 8:03 am    Post subject: Re: Pre-Release Eiffel Tower Reply with quote

Symphonic wrote:
Can somebody please post the full-quality base?

Which base are you reffering to?

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G-E
General


Joined: 09 Feb 2015

PostPosted: Sun Feb 17, 2019 8:38 am    Post subject: Reply with quote

The left one looks better with fewer rungs and the higher contrast, the legs need a little fixing, but appears to be a better starting point.

As for the right leg, do a mirror of the left and darken it sufficiently so you get rid of the explosion scarring.
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tomsons26lv
Cyborg Cannon


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Sun Feb 17, 2019 9:28 am    Post subject: Re: Pre-Release Eiffel Tower Reply with quote

TAK02 wrote:
Symphonic wrote:
Can somebody please post the full-quality base?

Which base are you reffering to?

paris01.urb

The tower exists in SimCity 3000 too, nearly identical save for the base, so fix that top #Tongue
Can't find the original screenshot but did find it in my psd


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TAK02
Commander


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Feb 17, 2019 11:32 am    Post subject: Reply with quote

Here you go Razz


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Symphonic
Pyro Sniper


Joined: 06 Jan 2009

PostPosted: Sun Feb 17, 2019 3:53 pm    Post subject: Reply with quote

G-E wrote:
The left one looks better with fewer rungs and the higher contrast, the legs need a little fixing, but appears to be a better starting point.

As for the right leg, do a mirror of the left and darken it sufficiently so you get rid of the explosion scarring.


So the original was actually pretty wonky w/ regard to the top... the real Eiffel Tower has a denser grid (like the one on the right), so I opted to go with accuracy instead of a perfect replica of westwood's inaccurate model.

Probably a decision they made to reduce polygon count and speed up rendering. I'll continue to play around with it, though - something does seem off.

Legs should be easy to fix using the images that Toms posted - thank you Toms!!
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Symphonic
Pyro Sniper


Joined: 06 Jan 2009

PostPosted: Sun Feb 17, 2019 5:04 pm    Post subject: Reply with quote

Resized to base, color correction, legs fixed, first platform fixed.

Some other subtle changes as well. Once again, left is old, right is new.

Thoughts?


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UNSC THE CHILL OF WAR
Vehicle Drone


Joined: 15 Nov 2017

PostPosted: Sun Feb 17, 2019 6:59 pm    Post subject: Reply with quote

looks good
is this going to be public, or is it for your mod?

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Symphonic
Pyro Sniper


Joined: 06 Jan 2009

PostPosted: Mon Feb 18, 2019 7:13 pm    Post subject: Reply with quote

It'll be public.

Still have no idea how I'm going to do the damage frames. Pre-release, the Eiffel Tower couldn't be destroyed (to not piss off the French) so when the mission was remade to have you blow it up (instead of just shut it down), they changed it to the "Paris Tower" to avoid any controversy.

Latest revision:

(Again, last revision on the left, new version on the right)


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Symphonic
Pyro Sniper


Joined: 06 Jan 2009

PostPosted: Wed Feb 20, 2019 2:50 am    Post subject: Reply with quote

Made a ton of small texture/lighting/per-pixel corrections... I think it's pretty much done.

Did I miss anything?


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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed Feb 20, 2019 6:11 am    Post subject: Reply with quote

The platforms need to be darker on the shadow side, and the left half of the front leg needs to be brighter. Otherwise looks ok, though I'd still prefer the less dense upper section.
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Symphonic
Pyro Sniper


Joined: 06 Jan 2009

PostPosted: Yesterday, at 4:52 am    Post subject: Reply with quote

Thanks G-E! I've darkened the shading and brightened the left side of the leg a bit. Let me know what you think.

...

Also made some changes to the second platform's detailing to make it a little bit more accurate to the real thing.

And added some transparency to the legs. On close inspection of the original screenshot, there were transparent sections in the legs... the bright areas you see are actually the ground tiles showing through.

Both images of the preview are the same version - one with a black background and one with a blue background.


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tomsons26lv
Cyborg Cannon


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Yesterday, at 11:08 am    Post subject: Reply with quote

The inconsistency of the saturation really bugs me
non-saturated, saturated, non-saturated, extremely saturated at bottom
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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Yesterday, at 11:50 am    Post subject: Reply with quote

First impression it gives is of a brick chimney at the top, not a mesh.

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Symphonic
Pyro Sniper


Joined: 06 Jan 2009

PostPosted: Yesterday, at 2:08 pm    Post subject: Reply with quote

tomsons26lv wrote:
The inconsistency of the saturation really bugs me
non-saturated, saturated, non-saturated, extremely saturated at bottom


I noticed that, too - I'm probably going to desaturate the whole thing and create a color adjustment layer.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Yesterday, at 7:24 pm    Post subject: Reply with quote

It's the increased density of the rungs, the first version had more gaps showing more shadow areas between. It's not a saturation problem.
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Yesterday, at 7:53 pm    Post subject: Reply with quote

You can see bands of softer and deeper red. Looks good though.
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Today, at 10:08 am    Post subject: Reply with quote

Thing clearly need to have brightness fixed before any saturation editing.

I made and Hue\Saturation adjastment layer and put Sat to 0 to see inconsistency. Then had edited lighting on underneath layers. Then toggled off H\S.


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