Posted: Wed Jan 21, 2015 10:31 am Post subject:
Update # 16
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 ( ) - 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. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
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:) QUICK_EDIT
As written in the staff topic, OpenRA's super smooth rendering of EM's high detail voxel is plain gorgeous. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Wed Jan 21, 2015 8:19 pm Post subject:
Oh wow. I am seriously considering moving to OpenRA now, seeing how OpenRA doesn't mess up voxels so badly with lights and shades. _________________ Mod Leader and founder of World Domination
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 QUICK_EDIT
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. QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Tue Jan 27, 2015 11:43 pm Post subject:
Looks like I'll be moving Echilon to OpenRA. This is gorgeous! _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Feb 05, 2015 12:19 pm Post subject:
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. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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.
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". QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Feb 05, 2015 5:15 pm Post subject:
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. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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? _________________ Delirium.. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Feb 08, 2015 9:10 am Post subject:
Great use of custom palette imo. Since you can have such per building. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
@ 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. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
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? _________________ ~ Excelsior ~ QUICK_EDIT
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. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
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 QUICK_EDIT
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. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
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 QUICK_EDIT
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. QUICK_EDIT
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