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 Forum index » Modding Central » Media Hut
Another go at making buildings
Moderators: Global Moderators, Media Hut Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sun Jul 28, 2013 6:23 am    Post subject: Reply with quote

Oh this is damn awesome Smile
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Jul 28, 2013 7:02 am    Post subject: Reply with quote

Lovely buildup, the glow and smoke puff animations could use a bit more work though. I mean the black and green rod texture looks weird to me, and the smoke looks like cotton wool.
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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Mon Jul 29, 2013 4:57 pm    Post subject: Reply with quote

thanks guys!
i cant do anything about the smoke atm but i did try to fix the green rod texture


also, i kinda fixed the crane for the ConYard

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Mon Jul 29, 2013 10:27 pm    Post subject: Reply with quote

double post!! OMG!!!
anyway, changed the power plant even more

also the normal and damaged version

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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Mon Jul 29, 2013 10:39 pm    Post subject: Reply with quote

Much better!
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Mon Jul 29, 2013 10:49 pm    Post subject: Reply with quote

thanks DaRkGlAcEoN!
i would also like to hear what LKO has to say about the improvements
the improvements for ConYard are:
- the Hexagon texture for the ground
- the round structure (from which the crate comes out) has been made rounder
- crane has been redesigned
- the door doesnt slide out of nowhere now

and the only changes/improvements on Power Plant are the glowing rods part
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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Mon Jul 29, 2013 11:34 pm    Post subject: Reply with quote

No problem! Nice, If you do release these, I definitely would have a use for these! (I'm thinking about making a public mod, it's still in a rough draft right now)
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 30, 2013 10:41 am    Post subject: Reply with quote

conyard:
-much better buildup on several parts
-the dirt on the crane arm is great. You should add such dirt smears to some other textures too, e.g. the door.
-add some of the small windows from the barracks for a better size impression and as a recurring detail on most buildings
-try adding a bumpmap to the hexagon floor, so it isn't just a flat texture and the hexagons get a better contrast and higher detail. A noise map over the whole texture to add dirt would be nice too.

reactor:
-nice buildup and nice animations
-a big problem of the animation is the glow: you will have trouble to make lighted/colored surfaces look good ingame due to palette-restriction and brightness problems on dark/normal maps. (you can't make UseNormalLight=yes activeanim look good on dark maps if this includes non-lighted parts, which yours is having due to the constant light on/off cycle and going from non-lighted concrete to lighted-green-concrete)
So the best is to only let the rods glow and don't let any other object receive light from it (e.g. smokestack and concrete base should stay unaffected)
-detail of the model itself is best among all your recent models. Nice amount of chamfered edges and non-standard primitives

-damage frame needs a bit more work and needs scorch marks:

  • create a sphere
  • add a noise modifier to heavily distort the sphere
  • make the distorted sphere flat (Z down to 1%)
  • create a material with black color, 10-20% transparency
  • apply the material to the sphere
  • now put duplicates of the sphere over surfaces of the model (rotate the flat spheres so they are very close to the surface)

the noise will give the distorted transparent sphere a random look of some kind of scorch mark. You can then use the noise Seed to change the shape to a random one for each duplicate.
This way you can create some nice and random dark scorch marks. Especially useful to place over parts that you cut out (e.g. on the southeast wall with the cut out half-sphere from the wall)
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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Jul 30, 2013 9:10 pm    Post subject: Reply with quote

the crane texture is like that, i didnt add anything #Tongue
also about making other textures dirty, well i dont like that cuz the building was just built, why will it be dirty? #Tongue
and thanks for pointing out the glow problem in game, stupid game #Tongue, it saved me from finding out the hard way Very Happy
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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Sat Aug 03, 2013 3:12 am    Post subject: Reply with quote

tested it in game with a custom palette and i think the result is quite good Very Happy

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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sat Aug 03, 2013 3:20 am    Post subject: Reply with quote

Ohh the beauty Very Happy
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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Aug 03, 2013 4:53 am    Post subject: Reply with quote

The remap still sucks. #Tongue
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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sat Aug 03, 2013 6:39 am    Post subject: Reply with quote

Come on give the guy a break #Tongue
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sat Aug 03, 2013 1:55 pm    Post subject: Reply with quote

Krow wrote:
The remap still sucks. #Tongue

lol, as i said on the IRC, this was only a test
so your opinion doesnt count #Tongue

Bu7loos wrote:
Ohh the beauty Very Happy

thanks man! Smile
Bu7loos wrote:
Come on give the guy a break #Tongue

lol
thanks? Very Happy
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sun Aug 04, 2013 12:07 am    Post subject: Reply with quote

3 down, lots more to go! Very Happy

removed the glow from PowerPlant and added windows and a door to the ConYard
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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Mon Aug 05, 2013 8:42 pm    Post subject: Reply with quote

Looking nice!
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Wed Aug 07, 2013 4:27 pm    Post subject: Reply with quote

thanks!!
im gonna release them once they are finished. though im not sure if i should release them as each building is finished or release em at the end as a pack  Confused

anyway, ive been playing around with max..... again #Tongue
mental ray render:


normal render, with some reflections and extra lights

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4StarGeneral
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Joined: 14 Sep 2006
Location: Constant Flux

PostPosted: Wed Aug 07, 2013 6:31 pm    Post subject: Reply with quote

Mental Ray renders with a nice environment background with matching land-plane, makes for nice icon renders Wink

Liked the yellow conyard arm, but silver is nice too. What about making it remap?
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Wed Aug 07, 2013 7:57 pm    Post subject: Reply with quote

yeah mental ray is pretty good for cameos
although i am using a sky picture that came wiht max as an environment map and i also tried rendering some grass around the warfactory with the Hair and Fur modifier but it got so heavy and nearly killed my PC #Tongue
the mental ray scene as it is took almost 10 minutes to render
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Wed Aug 07, 2013 9:21 pm    Post subject: Reply with quote

Well, keep it going, ImP, keep it going.
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Fri Sep 06, 2013 9:46 pm    Post subject: Reply with quote

some more changes to the ConYard. at this rate, i'll never be able to finish these #Tongue

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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Sat Sep 07, 2013 10:41 am    Post subject: Reply with quote

Double posting, like a boss  Cool
made some changes to the refinery

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Steve_1993
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Joined: 06 Aug 2013
Location: Somewhere in Greece

PostPosted: Sat Sep 07, 2013 3:11 pm    Post subject: Reply with quote

WOW and WOW again!!! Nice work!!!
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
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PostPosted: Sat Sep 07, 2013 3:33 pm    Post subject: Reply with quote

Warfactory buildup? Wow! I'm impressed! #Tongue
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Sep 07, 2013 3:47 pm    Post subject: Reply with quote

Kinda feel like the refinery looks too much like the other buildings to be identifiable though, particularly the 'office' looking section. If that was replaced with purely idustrial stuff, perhaps not even being as big as it is now, it might look more like a refinery.
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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Sat Sep 07, 2013 4:45 pm    Post subject: Reply with quote

Yeah, I think i agree with Omega - your models are getting better with every go, but the readability is not very good for some of them, which is pretty important imo. If I'm quickly glancing around the battlefield while micromanaging units - units and vehicles need good visibility. Doubly so if they're MY buildings! If I can't quickly tell that a Tanya is about to C4 my ref because it looks like another building... then that is a big issue.
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sat Sep 07, 2013 10:57 pm    Post subject: Reply with quote

even more changes to the refinery!

though its seems kinda shorter now and i dont know what i should do with that empty space. i dont want to add boxes and barrels
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Darkstorm
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Joined: 20 Jan 2008
Location: Unknown

PostPosted: Sat Sep 07, 2013 11:42 pm    Post subject: Reply with quote

Maybe flag or an air vent?
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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sun Sep 08, 2013 10:27 am    Post subject: Reply with quote

Ooo god some much win Smile awesome work imp.
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Sep 08, 2013 1:29 pm    Post subject: Reply with quote

Well I like that better Imp. All I can suggest is looking at various industrial buildings for some ideas.
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sun Sep 15, 2013 10:52 pm    Post subject: Reply with quote

progress! Laughing

buildups coming soon!
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Bu7loos
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Joined: 27 Jul 2011
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PostPosted: Mon Sep 16, 2013 1:50 am    Post subject: Reply with quote

Yes ! Wonderful Very Happy
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Mon Sep 16, 2013 5:53 pm    Post subject: Reply with quote

buildups!!

also i have this problem with the radar

this also happened when i was working on the warfactory but then i saved my work and restarted max and that solved the problem. in the case of the radar, its not working, even when i restart max and open the file its still messed up but its fine during rendering Confused
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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Sun Sep 22, 2013 7:29 pm    Post subject: Reply with quote

boredom strikes! #Tongue

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Bu7loos
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Joined: 27 Jul 2011
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PostPosted: Sun Sep 22, 2013 7:31 pm    Post subject: Reply with quote

What is it ? Very Happy
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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Sun Sep 22, 2013 7:32 pm    Post subject: Reply with quote

PyLoN_RuLz.
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sun Sep 22, 2013 10:43 pm    Post subject: Reply with quote

Bu7loos wrote:
What is it ? Very Happy

just some Sci-Fi Pylon/Thingy #Tongue
Graion Dilach wrote:
PyLoN_RuLz.

Laughing

also the same structure but with some kind of organic being Very Happy

and yes thats tiberium #Tongue
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Sep 23, 2013 12:59 am    Post subject: Reply with quote

Maybe make the metal yellowish & rusting up like in Tiberium Alliance and make the top branch/tendrils have some more random elements where some are longer & others shorter.
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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Mon Sep 23, 2013 9:32 am    Post subject: Reply with quote

you want it to look like forgotten building?
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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Mon Sep 23, 2013 9:36 am    Post subject: Reply with quote

I thought it looked like something the Forgotten would use. Fortifying those Tiberium Trees or something and turning it into a farming platform.
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ImP_RuLz
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Joined: 21 May 2004
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PostPosted: Mon Sep 23, 2013 1:32 pm    Post subject: Reply with quote

isnt forgotten more like scavengers, kinda like GLA in Generals?
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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Mon Sep 23, 2013 1:46 pm    Post subject: Reply with quote

ImP_RuLz wrote:
isnt forgotten more like scavengers, kinda like GLA in Generals?


Which is why they'd be fortifying a Tiberium Tree to make sure it won't get killed...  Razz
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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Mon Sep 23, 2013 1:53 pm    Post subject: Reply with quote

i see your point but its not what i have in mind for forgotten
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Thu Sep 26, 2013 6:05 pm    Post subject: Reply with quote

hear ye hear ye! moar updates! im getting closer!! Very Happy
first off, changed the buildup of radar a bit. the pink dots are bones which i forgot to make unrenderable so ignore them #Tongue

and the Battlelab and robot control center

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Sep 26, 2013 6:08 pm    Post subject: Reply with quote

You have an excellent style.
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Thu Sep 26, 2013 6:12 pm    Post subject: Reply with quote

Thanks! Smile
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Steve_1993
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Joined: 06 Aug 2013
Location: Somewhere in Greece

PostPosted: Fri Sep 27, 2013 12:28 am    Post subject: Reply with quote

I'm waiting patiently for the release of these amazing buildings!!! I'm not in a hurry!!!
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warlock
Rocket Cyborg


Joined: 07 Jun 2006
Location: Portugal

PostPosted: Fri Sep 27, 2013 9:50 am    Post subject: Reply with quote

Nice buildings at all! A new age for the Allies! Very Happy
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Thear
Vehicle Driver


Joined: 16 Feb 2010

PostPosted: Fri Sep 27, 2013 11:16 am    Post subject: Reply with quote

Hmm.. Great buildings. Though the buildup of the airstrip looks a bit weird. The top that flips over has already the airstrip texture applied which makes it look odd in my opionion.  

Maybe the original base plate texture can be placed on the 'bottom' (top before flipping) might make it look nicer so it looks like it really opens up.

None the less, good job Smile
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Volgin
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Joined: 07 Mar 2009

PostPosted: Fri Sep 27, 2013 7:38 pm    Post subject: Reply with quote

Not a fan of the airstrip's side lights coming out before the base does... but this is some fabulous work.
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