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 Forum index » Modding Central » Media Hut
Another go at making buildings
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Feb 04, 2013 6:41 pm    Post subject: Reply with quote

How about making it OpenTopped?
Then you only have to add a few extruding gunports all over the body.
Though i'm not sure what happens with the passengers when you deploy it again.
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Starkku
Tiberian Beast


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Feb 04, 2013 6:46 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
How about making it OpenTopped?
Then you only have to add a few extruding gunports all over the body.
Though i'm not sure what happens with the passengers when you deploy it again.


Basic rule of thumb: You can't combine two different deploy functions. One of them will always take priority over the other, not sure which one it would be in this case.
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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011
Location: Sileby, Leicestershire, UK

PostPosted: Mon Feb 04, 2013 7:24 pm    Post subject: Reply with quote

Starkku wrote:
Lin Kuei Ominae wrote:
How about making it OpenTopped?
Then you only have to add a few extruding gunports all over the body.
Though i'm not sure what happens with the passengers when you deploy it again.


Basic rule of thumb: You can't combine two different deploy functions. One of them will always take priority over the other, not sure which one it would be in this case.
he's right i've tryed having both passenegers and deploying, doesn't work
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Fri Feb 08, 2013 1:26 pm    Post subject: Reply with quote

ive lost interest in the mobile walking factory Sad
on the plus side, i have finished the ConYard! Very Happy


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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Feb 08, 2013 2:13 pm    Post subject: Reply with quote

Wow, the crane is as useful as ever #Tongue Good job with the animations, nontheless.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 08, 2013 3:15 pm    Post subject: Reply with quote

Crimsonum wrote:
Wow, the crane is as useful as ever
Laughing
How about a Conyard with a defense system: crane swings the crate like a lasso and throws it in a high arc towards the enemy. Very Happy
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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011
Location: Sileby, Leicestershire, UK

PostPosted: Fri Feb 08, 2013 4:00 pm    Post subject:   Reply with quote

ImP_RuLz wrote:
ive lost interest in the mobile walking factory Sad
on the plus side, i have finished the ConYard! Very Happy
really, oh well thats a shame  Sad hope you regain intrest at some point
Last edited by dodgevipergts on Mon Feb 11, 2013 9:24 pm; edited 2 times in total

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Mon Feb 11, 2013 7:59 pm    Post subject: Reply with quote

new stuff

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Martin Killer
Missile Trooper


Joined: 27 Nov 2005

PostPosted: Mon Feb 11, 2013 9:12 pm    Post subject: Reply with quote

Gates in WF are way too small

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Feb 11, 2013 9:37 pm    Post subject: Reply with quote

I think just heightening it sort of like this but better and less repetitive would work.

The Con Yard is really quite nice as well, I like the overall shape. Just the crane needs reworking to be a bit more realistic and industrial.


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Exley
Cyborg Commando


Joined: 09 May 2011
Location: X-Files

PostPosted: Mon Feb 11, 2013 11:10 pm    Post subject: Reply with quote

love that crane on weap factory (?)
cool robotics effect
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m7
Commander


Joined: 17 Apr 2009
Location: The Fang

PostPosted: Mon Feb 11, 2013 11:27 pm    Post subject: Reply with quote

I think that the War Factory seems a bit small for the size of most custom graphics used in projects nowadays.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Feb 12, 2013 12:54 pm    Post subject: Reply with quote

You should remove the ramp in front of the War Factory, it might look odd because it's just visual - the units won't actually move along it.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Feb 12, 2013 1:43 pm    Post subject: Reply with quote

^^or rotate slightly the whole building so the ramp is parallel to the tiles, giving only the impression of the units moving the ramp down.
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Wed Feb 13, 2013 10:13 am    Post subject: Reply with quote

change of crane for the ConYard, also i will fix the "shortness" of the Warfactory soon

btw, this is the animation which plays when a building is constructed.
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Wed Feb 13, 2013 12:04 pm    Post subject: Reply with quote

Lovely
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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Feb 13, 2013 4:38 pm    Post subject: Reply with quote

Maybe it would look even better if it's not straight like that?
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Thu Feb 14, 2013 6:01 am    Post subject: Reply with quote

Krow wrote:
Maybe it would look even better if it's not straight like that?

which part? the beam or the base?
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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Thu Feb 14, 2013 6:59 am    Post subject: Reply with quote

Neither. I meant the crane. #Tongue
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Thu Feb 14, 2013 8:11 am    Post subject: Reply with quote

what i meant was, which part of the crane? the beam or the base? #Tongue
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Feb 14, 2013 9:02 am    Post subject: Reply with quote

Krow wrote:
Maybe it would look even better if it's not straight like that?

How do you think the telescope arm should work if it's not straight?

@Imp: the hatch that slides to the side before the crane comes up should be a tad higher in the z-axis. Right now it looks a bit too much like a flat 2-dimensional plane.
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Stealth Killer
Cyborg Soldier


Joined: 06 Nov 2009
Location: Planet Earth

PostPosted: Thu Feb 14, 2013 9:38 am    Post subject: Reply with quote

ImP_RuLz wrote:






Sooooo Nice, can't wait for its release, dude your work is awesome, loved it
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Fri Feb 15, 2013 3:26 pm    Post subject: Reply with quote

Stealth Killer wrote:
Sooooo Nice, can't wait for its release, dude your work is awesome, loved it

thanks alot Smile
but there is a slight chance that i might not release these

anyways, ive made changes to the Warfactory and ConYard. also ive made a BattleLab, i might add some antennas to the top


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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011
Location: Sileby, Leicestershire, UK

PostPosted: Fri Feb 15, 2013 4:39 pm    Post subject: Reply with quote

that would be a shame but it's your choice

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Astral
Disk Thrower


Joined: 07 Dec 2012
Location: nowhere

PostPosted: Sun Mar 03, 2013 10:37 am    Post subject: Reply with quote

Can't wait for your building pack #Tongue

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NimoStar
Pyro Sniper


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sat Mar 30, 2013 4:03 am    Post subject: Reply with quote

There was promised release T_T

#Tongue

Is Imp still working on any of these?
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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Mar 30, 2013 5:28 am    Post subject: Reply with quote

If he is, he should diversify the lighting on the recent ones like additional roof glow on the metal as it looks much the same all across now.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sat Mar 30, 2013 11:51 am    Post subject: Reply with quote

They are still being worked on.

The originally shown set will be AS-specific art, latter will be featured in ImP's mod.
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sun Mar 31, 2013 2:08 pm    Post subject: Reply with quote

This,
Graion Dilach wrote:
They are still being worked on.

The originally shown set will be AS-specific art, latter will be featured in ImP's mod.


in other words, no download. Sorry
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Jul 09, 2013 12:01 pm    Post subject: Reply with quote

time to revive this thread also Very Happy
ive decided that i will make a custom MCV for the building set and it will also have the MCV to ConYard deploy animation


also im aiming for some darker textures like on barracks and warfactory


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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Tue Jul 09, 2013 12:04 pm    Post subject: Reply with quote

Wow these are really nice especially the con-yard one ,planing to convert the truck from 3DS to vxl ?
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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Tue Jul 09, 2013 12:27 pm    Post subject: Reply with quote

Mehn THIS IS SO AWESOME!!!!!!!! Especially that last pic #Tongue

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Starkku
Tiberian Beast


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Jul 09, 2013 12:29 pm    Post subject: Reply with quote

MCV should be positioned in the center of the building, not at one of the corners. Your buildup would look odd ingame as the mcv jumps from one position to another right as the buildup animation starts.
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Jul 09, 2013 12:38 pm    Post subject: Reply with quote

Bu7loos wrote:
Wow these are really nice especially the con-yard one ,planing to convert the truck from 3DS to vxl ?

Yup
DarkVen9109 wrote:
Mehn THIS IS SO AWESOME!!!!!!!! Especially that last pic #Tongue

Thanks Smile
Starkku wrote:
MCV should be positioned in the center of the building, not at one of the corners. Your buildup would look odd ingame as the mcv jumps from one position to another right as the buildup animation starts.

damnit!
you could've said something on IRC when i showed the animtaions there #Tongue
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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011
Location: Sileby, Leicestershire, UK

PostPosted: Tue Jul 09, 2013 12:43 pm    Post subject: Reply with quote

They all look top quality. I still think it's a shame you gave up on the Soviet walking war factory though

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Tue Jul 09, 2013 1:42 pm    Post subject: Reply with quote

NIce job on these, ImP. Keep going forward. Very Happy
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Jul 09, 2013 10:02 pm    Post subject: Reply with quote

dodgevipergts wrote:
They all look top quality. I still think it's a shame you gave up on the Soviet walking war factory though

it only needs a re-render, will do that some day

and now for some updates on the ConYard


fixed the MCV placement
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MasterHaosis
Commander


Joined: 01 Nov 2010

PostPosted: Tue Jul 09, 2013 10:28 pm    Post subject: Reply with quote

ImP_RuLz, awesome buildups man!
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Wed Jul 10, 2013 11:56 pm    Post subject: Reply with quote

thanks man! Very Happy
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Jul 16, 2013 9:40 am    Post subject: Reply with quote

finally! the con yard is complete, will add an ingame soon


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 16, 2013 9:57 am    Post subject: Reply with quote

I was recently told that I'm picky and never pleased, so I ask before, do you want some constructive criticism?
If not, you get from me the nowadays standard ppm answer too: "nice work".
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Jul 16, 2013 10:07 am    Post subject: Reply with quote

lol LKO, yeah of course i want constructive criticism Smile
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Tue Jul 16, 2013 10:08 am    Post subject: Reply with quote

lol @ LKO. This is an SHP, not a voxel, you can't complain about to use false normals here. You're welcome.

ImP, anims ended up quite good. Tonight I'll be on IRC.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Jul 16, 2013 10:10 am    Post subject: Reply with quote

Looks good, though the radar dish should move around more.

Lin Kuei Ominae wrote:
I was recently told that I'm picky and never pleased, so I ask before, do you want some constructive criticism?
If not, you get from me the nowadays standard ppm answer too: "nice work".


Please choose one of three replies:
Code:
1. omg awesome
2. SPOTLGIHT!1!
3. relese pls

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Last edited by Crimsonum on Tue Jul 16, 2013 10:12 am; edited 1 time in total

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Jul 16, 2013 10:12 am    Post subject: Reply with quote

Still feels overly low poly :/

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 16, 2013 10:40 am    Post subject: Reply with quote

@GD i gave some ideas how to improve the voxel too.
@Imp: i'm just posting the points i noticed (might look like a long list, so don't be offended)

  • the ground hexagon cell shape texture should be smaller. It makes it look cartoonish. Also keep a consistent size on all buildings, so at least the buildings have a consistent size towards each other.
  • the concrete front/rear "round" arc of the conyard has 5 parts, i think a real round shape would be better (it looks like a low poly model, than an intended design feature since many other parts are really round too)
  • the buildup anims only use "raise from ground" or "rotate into view" as effect which look quite repetitive and simple. Especially a fully assembled crane raising through the ground looks bad. Instead use a "slice-plane" that moves upwards from ground and which has the part above it removed. Then it really builds up from ground to the top.
  • the shadows are too weak. A 50% darken effect for the shadow is necessary to match the other ingame shadows. With that stronger shadow, the models should also get a much higher contrast
  • the materials use very simple light settings. As SHP you are free to give them nice reflections, metallic surfaces, bump maps and other nice details (e.g. give concrete and metallic parts different light settings too, not only a different texture). Many of these are just a quick change of the glossiness parameter and others in the material setup.
  • the textures are very clean/simple. To reduce a bit the clean plastic look, you should add a Noise map to them with a brown/grey in one channel and in the other your current texture. This way the buildings get a nice random texture and you can adjust the strength of the noise so it doesn't looks to prominent and dirty. Bumpmaps to give the surfaces more depth would be nice too.
  • aim a tad more realism: parts coming out of nowhere or vanishing into the ground looks bad. e.g. add a small dark line at the base of the sliding conyard door, so it looks like there is a pit into which it slides. Or give the conyard fans some interior in the cylinder, not only a black texture between the wings of the fan.
    the conyard crane is very simple too with only a box as ground, cylinder as joint and another box as arm. Try adding more detail to it by using a real robotic arm as reference.
  • use less standard shapes like cylinder/boxes. It gives it a low poly look. e.g. the conyard/warfactory fan cylinder could get a lot more detail by only a simple change like chamfering the top a bit, extruding/intruding a few polygons on the side etc. Chamfering some edges of other parts also raises the detail and realism. (a brick wall bumpmap can also help giving them more detail)
  • please don't make WW mistake of using one color remap. Use a remap colored texture which follows correct the lighting of the rest of the model.
  • add small details for better size perception. The barrack with the small windows is great, give one or two of the windows as a recurring detail to other buildings too. Then their size is a lot better appreciable and big buildings like the conyard appear also much bigger when you have small details as reference.


The darker previous set was much better imo as it had a lot of the mentioned things fixed already.

P.S. for the gifs use in future a higher frame delay. They play very fast which makes it hard to see details.
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4StarGeneral
Commander


Joined: 14 Sep 2006
Location: Constant Flux

PostPosted: Tue Jul 16, 2013 11:06 am    Post subject: Reply with quote

Yeah, Idk why you scrapped the old conyard arm, I like it alot better. I mean, if you're gonna make a new conyard and not just a re-make, why not strive to make it function and look better than WW?

Sorry to repeat everyone else, but I think it needs to be said that it does look low poly. Otherwise, you make a really great looking buildup and animations honestly.
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Jul 16, 2013 11:45 am    Post subject: Reply with quote

yes these are low poly cuz i used Generals buildings (kinda like 3d CnP #Tongue) to make these
as for the darker previous set, i will continue working on it after i finish these GenStyled buildings

also, thanks LKO!, i'll see what i can do about some of those points
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sun Jul 28, 2013 1:01 am    Post subject: Reply with quote

time for some updates!



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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Sun Jul 28, 2013 2:10 am    Post subject: Reply with quote

Very nice Very Happy
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