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 Forum index » Other Projects » Alpha Projects » Command and Conquer: Rewire
Update # 16
Moderators: Gangster
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Jan 21, 2015 10:31 am    Post subject:  Update # 16 Reply with quote

This update supposed to be shown here long time ago but it was not.
By many reasons. I have had to quite modding, and sepend more time for my real life. I am still have to. But I still miss that times and I am hoping to get back to modding if not very soon but eventualy.

Today I again was browsing our private forum, remembering thouse days and feeling a little nostalgia. So I decided to write a post of where were we stoped last time.

Soon after Update #15, EratusMercy joined us (RW team) to do voxels for OpenRA version of RW. We thought that OpenRW should have better, nicer and larger ones.
Like Mental Omega team did or even better ( Very Happy ) - we were aiming thouse be SHP-like quality.



 


And I've felt like, new voxels, deserving a better VFX. So I did few.






Back than, I was also working on building animations. And it cost me no time to did some test and check how new voxels coherent with my buildings.





And I realised and every one agreed that voxels to big for our current size of buildings. Usually it means that artist should srink his voxel, but this is not what I wanted to do. As instead, I prefered to scale up everything else and see what happen.

And soon after did this consept art.














This is something I wanted to do all the time. Step out of RA2 limits. And make a realy something unique and special.

However. It whould requre me to expand goals of OpenRW. Not to just port RW on OpenRA, but create a complete new project. Again I have had to return to moddeling, texturing, and terraing editing.

And then things happen in my life. A good things, but I realised I must return to off-line for uncertain amount of time.






Well, that is all the story. See you all later. Smile
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Mortecha
Commander


Joined: 30 Nov 2006
Location: Australia

PostPosted: Wed Jan 21, 2015 11:31 am    Post subject: Reply with quote

I am glad to see your return, even if it was momentary, These works are incredibly good:) Before you do go again though, It is possible to strike a balance between AFK and modding and will produce consistent results over the long term. Every little bit counts and always work towards smaller goals that when added together fulfill a larger one:)

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Madin
Cyborg Cannon


Joined: 05 Apr 2009

PostPosted: Wed Jan 21, 2015 12:38 pm    Post subject: Reply with quote

Excellent update!
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 21, 2015 12:44 pm    Post subject: Reply with quote

As written in the staff topic, OpenRA's super smooth rendering of EM's high detail voxel is plain gorgeous.
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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Wed Jan 21, 2015 6:46 pm    Post subject: Reply with quote

IMO red cockpit for buggy look better than grey. other than that it's easy to recognize which faction they are.

factory detail look amazing but with such many detail make it too outstanding and not fit with others [refinery for example]

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Wed Jan 21, 2015 8:19 pm    Post subject: Reply with quote

Oh wow. I am seriously considering moving to OpenRA now, seeing how OpenRA doesn't mess up voxels so badly with lights and shades.
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Shur
Disk Thrower


Joined: 10 Jun 2006
Location: Cybertron

PostPosted: Thu Jan 22, 2015 10:51 pm    Post subject: Reply with quote

Beautiful graphics, pleases my eyes Surprised  Very Happy

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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Fri Jan 23, 2015 3:40 pm    Post subject:  Impressive Reply with quote

Wow...
Bigger size means more details will be preserved ingame..
For Brotherhood.. Very Happy

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Matthias M.
Jumpjet Infantry


Joined: 15 Jun 2012
Location: Germany

PostPosted: Sat Jan 24, 2015 11:56 am    Post subject: Reply with quote

This looks really great. I hope we can help you get this into the game and fix any problems you encounter. Maybe even open up development by storing your progress revisioned at https://www.github.com

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Kalle Bowo
Civilian


Joined: 30 Jul 2014

PostPosted: Sat Jan 24, 2015 5:33 pm    Post subject: Reply with quote

Sweeet! =)
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xanax
Vehicle Drone


Joined: 14 Nov 2013

PostPosted: Sun Jan 25, 2015 8:25 am    Post subject: Reply with quote

Matthias M. wrote:
Maybe even open up development by storing your progress revisioned at https://www.github.com

I strongly advice you to do that too.

Why?
1. Github will allow your fans to send bug reports, suggestions and feature requests very easily
2. Your fans will be able to follow your progress
3. You could get donations thanks to Bountysource. In short, people could add "bounties" on your github issues and once those are closed (for example, when you finish buildings, units, a map, a campaign) you get the money. This is a way to thank developers for their hard work.

Stunning screenshots btw. Thank you for posting these updates.

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Tue Jan 27, 2015 6:33 am    Post subject: Reply with quote

woah

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Tue Jan 27, 2015 11:43 pm    Post subject: Reply with quote

Looks like I'll be moving Echilon to OpenRA. This is gorgeous!
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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Sat Jan 31, 2015 7:21 pm    Post subject: Reply with quote

Gangster.... you're a GOD!
c:
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Thu Feb 05, 2015 12:19 pm    Post subject: Reply with quote

I'm fully supporting this - in fact, I support this more than a TS "recreation" in OpenRA. Make Rewire the only variant of TS in that.

This would even fix the biggest flaw of within that project - OpenRA would finally stop bastardizing gameplay just because they see that right while at first glance they imply they are the same game.
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xanax
Vehicle Drone


Joined: 14 Nov 2013

PostPosted: Thu Feb 05, 2015 2:55 pm    Post subject: Reply with quote

Graion Dilach wrote:
This would even fix the biggest flaw of within that project - OpenRA would finally stop bastardizing gameplay just because they see that right while at first glance they imply they are the same game.
They don't.

Quote:
We include recreations of C&C (Tiberian Dawn), C&C: Red Alert, and Dune 2000. These are not intended to be perfect copies, but instead combine the classic gameplay of the originals with modern improvements such as unit veterancy and the fog of war.
-- from the frontpage of openra.net
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Feb 05, 2015 3:48 pm    Post subject: Reply with quote

Well to be fair "recreations" and "classic gameplay" does suggest that. I don't think once new units have been added and the games have been basically completely rebalanced they can be said to have "classic gameplay".
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Thu Feb 05, 2015 5:15 pm    Post subject: Reply with quote

I don't mind modding the units. But calling individual building queues and Generals style basecapture as classic gameplay is nonsense. That is a bastardazation, no matter how many people tries to deny.
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xanax
Vehicle Drone


Joined: 14 Nov 2013

PostPosted: Thu Feb 05, 2015 5:56 pm    Post subject: Reply with quote

ok ok. Let's not pollute this topic (about Gangster's CnC Rewire) with off topic discussions. Well, I think Gangster deserves it. =)

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Matthias M.
Jumpjet Infantry


Joined: 15 Jun 2012
Location: Germany

PostPosted: Thu Feb 05, 2015 9:03 pm    Post subject: Reply with quote

The engine is very flexible. You can have Generals like external capturing, original capturing which consumes the unit and also Battlefield like proximity capturing.

Same goes for classic production queue vs. modern multi production queue. You can conveniently mod the game the way you like by editing text files.

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pchote
Disk Thrower


Joined: 06 Feb 2015

PostPosted: Fri Feb 06, 2015 8:00 am    Post subject: Reply with quote

Graion Dilach wrote:
But calling individual building queues and Generals style basecapture as classic gameplay is nonsense.
We have never said this. Please stop making things up.
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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sun Feb 08, 2015 8:22 am    Post subject: Reply with quote

This is lovely, I wonder if palettes in OpenRA can exceed the 256 limit? Perhaps my eyes deceive me, seems colors seem richer or just great use of a custom palette?
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sun Feb 08, 2015 9:10 am    Post subject: Reply with quote

Great use of custom palette imo. Since you can have such per building.
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Feb 08, 2015 9:17 am    Post subject: Reply with quote

@ Ickus
OpenRA is an open source remake of old westwood's rts. And because of it engine utilize old ww's formats. (255 colours shp,vxl, tmp, png, pcx). And dune2k formats and effects are comes as nice bonus (rw will be using d2k vfx for explosions and lights effects). But still you have to compress your artwork to very outdated standards. Honestly, I would preferred some kind multi-framed PNG with in-built pallete and alpha channel to replace shp eventually.
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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Sun Feb 08, 2015 9:38 am    Post subject: Reply with quote

See
https://github.com/OpenRA/OpenRA/issues/5075
https://github.com/OpenRA/OpenRA/issues/5589

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Feb 08, 2015 11:22 am    Post subject: Reply with quote

So to sum up on voxels... they're being made from scratch and then touched up to look like they were rendered via a 3D Program?
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Feb 08, 2015 12:28 pm    Post subject: Reply with quote

Voxel are made up and textured in voxel editor. But it was told ORA is 3ding voxels for itself, this is why it clean sharp and renders with true normals. More than that you have traits which toggle how dark shade sidea are. How bright sun. Sun height and direction. Colour tints of shades and sun. And size of how large voxel will be. Per voxel.
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Feb 08, 2015 3:12 pm    Post subject: Reply with quote

Forgive my offtopicness, but:

Matthias M. wrote:
See
https://github.com/OpenRA/OpenRA/issues/5075


With all due respect to Reaperr in that topic, OS SHP Builder already saves SHP (TD) correctly for an year already... at least for about 4 months before he posted there.

And off course that PNG support with a layer for remaps would be a great feature for OpenRA.

Last edited by Banshee on Tue Feb 10, 2015 6:25 am; edited 1 time in total

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Feb 09, 2015 4:51 am    Post subject: Reply with quote

Actually I am already using remap overlay. OpenRa allows your building consist of several pieces and each of those can use different pallete.

Building have been converted with custom pallete with no remaps at all.
With use of WithIdleOverlay I've added a remap layer which is also custom palleted but with remap-only indexes. I made it this way to never again have problems with unwanted remap pixels.

But it can be used for example for active animations too, I assume. Like blue lighting on tesla pp or green radioactive glowing on YR - thouse are always suffered of not enough colors in basic pallete.
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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Feb 10, 2015 4:04 am    Post subject: Reply with quote

Unwanted remap pixels aren't a problem when you have a conversion palette made for the job, like red remap range changed to purple or other unused color in whole palette Smile

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Feb 10, 2015 5:33 am    Post subject: Reply with quote

I know. But way I did it is more precise. It also freeing remap gradient indexes for your needs for building custom palette. Small but nice addition. Smile


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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Tue Feb 10, 2015 9:17 am    Post subject: Reply with quote

I also plan to did the same to my building use in Openra. like this it's easier to manage remap color. i don't know if this Technic can apply to unit in that engine.

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Matthias M.
Jumpjet Infantry


Joined: 15 Jun 2012
Location: Germany

PostPosted: Tue Feb 10, 2015 7:10 pm    Post subject: Reply with quote

You can use the idle overlays for everything even units. The spinning mobile gap generator is a good example: https://github.com/OpenRA/OpenRA/blob/bleed/mods/ra/rules/vehicles.yaml#L511

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