Joined: 13 Jan 2008 Location: I am GDI! I am multiple people!
Posted: Wed Nov 25, 2009 1:31 am Post subject:
0x0???
Nice. An etheral structure. xD
Well I guess that helps. Now my large structures can be shaped to something bigger than 4x3, now that I see that there is a 3x5. _________________ The meaning to life is to be able to be an addict to 5 million games at once...
"But what about the Tiberium!?"
-Nod Tib Harv, Tib War III QUICK_EDIT
Joined: 13 Jan 2008 Location: I am GDI! I am multiple people!
Posted: Thu Nov 26, 2009 3:44 am Post subject:
Oh I hate those. The units aren't affected, but my building cells are.
1x1 foundation with no pathfinding blockage is more like it. _________________ The meaning to life is to be able to be an addict to 5 million games at once...
"But what about the Tiberium!?"
-Nod Tib Harv, Tib War III QUICK_EDIT
They still have to fit inside of it once they're raised to the surface. Unless the whole front of the building opens like one big door while the elevator is bring the unit up I don't see how they would physically fit. _________________
I like the design, very much even. If all the units you're making will come out of it realistically, then it's good. If not, you can always let the front ground panel lower a bit during opening, so that is gives the impression of the unit coming from underground and riding a bit uphill.
Oh, and, don't change the hexagons on the side. I love them. They're really the finishing touch. QUICK_EDIT
The textures and details look great and fit very well to the other TO Nod buildings.
But as said before it looks a bit "flat". Like someone used a 50% scale modifier on the z-axis. (even the details on the back support this as the exhaust are in a quite low angle too, compared to the concept)
The lighting could be also improved a bit to enhance more the shape by adding better/stronger shadows and reflections.
I also miss the hexagons of the previous version. Though the space on the side around the vent opening should be enough to still add them, which in addition looks a bit empty right now. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Over all the Nod units are quite flat so this isn't a huge problem for them, on the other hand CABAL's Guardian may have a bit of trouble (as is the GDI Ares has some issues with the GDI WF roof, and the GDI WF is quite tall anyway). QUICK_EDIT
Yeah its very flat, need to be taller, much taller. _________________
Silly taco fumbling unicorns nocturnally launch basketballs, Hell March. QUICK_EDIT
While we are at it... is it just me or are those buildings really washed out, they could do with more contrast to bring out the details. _________________
It's not just you. Besides, they seem to lack any shadow what-so-ever. Other than that, and the forementioned flatness, it's great. _________________ QUICK_EDIT
I'd like to see a Nod faction in a mod that follows TD designs instead of the sleak black style. I always liked those old TDesque Power Plants... QUICK_EDIT
the flatness is good, i always hated the cubic design of the normal warfactory, this one is perfect styled imo.
and too much contrast isn't good, i don't want them to look like the TI models wich look like plastic. _________________ Hydraw Art on Facebook QUICK_EDIT
and too much contrast isn't good, i don't want them to look like the TI models wich look like plastic.
It's not like we're in competition here you know, you shouldn't compare everything you do to our material.
(I disagree by the way, our models are beautiful in my opinion)
As for the flatness, it's good for a change but it's not going to be very good when you realize almost every voxel for Nod will appear through the roof before exiting the door.
Quote:
While we are at it... is it just me or are those buildings really washed out, they could do with more contrast to bring out the details.
You're not alone I can see it too, a bit more detail on those plain grey textures wouldn't harm anybody. QUICK_EDIT
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Wed Dec 16, 2009 2:10 pm Post subject:
I agree with those saying that it looks washed out. The model is of high quality - no question - but Ive been suggesting over and over again to add red light seemingly coming out from inside the building at some places, making it look like it had an intense red glowing core. Some spotlights beneath that "outer shell" right next to the blast door for example could light that exit-area and make it possible to keep the black shadowy style and yet show some details.
If theres one thing Id really like to ask for - please, folks - someone actually use and implement that suggestion. Ive been reminding of that Detail over and over again and everytime I brought it forth people agreed, but noone even cared to actually do it. It is quite tiresome to be honest. _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
what core? it has no core, it has 2 exhaust pipes and a filter system for the underground-vehicle contruction facility _________________ Hydraw Art on Facebook QUICK_EDIT
I brought it forth people agreed, but noone even cared to actually do it. It is quite tiresome to be honest.
The problem, Audio, is that a red glow from the structures is not only difficult not to overdo the red glow, but also extremely technically demanding with the TS palettes. While it may be possible, truthfully I don't believe that brilliant glowy graphics are as important as solid, new gameplay. QUICK_EDIT
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Wed Dec 16, 2009 9:29 pm Post subject:
Orac wrote:
Audiopulse wrote:
I brought it forth people agreed, but noone even cared to actually do it. It is quite tiresome to be honest.
The problem, Audio, is that a red glow from the structures is not only difficult not to overdo the red glow, but also extremely technically demanding with the TS palettes. While it may be possible, truthfully I don't believe that brilliant glowy graphics are as important as solid, new gameplay.
True, but its not helping it. The Warfac and other buildings of Nod just tend to blend completely in the dark Background. Not to mention that there are no Details visible without popping your eyes at the Display. Make Compromises. If the red glow isnt possible - make a simple whitish one. Itll do. Noone demands a Christmastree that produces tanks - some faint lights spending only a little white/cold light might do as well.
blubb wrote:
what core? it has no core, it has 2 exhaust pipes and a filter system for the underground-vehicle contruction facility
Das war bildlich gesprochen, um sich besser vorstellen zu können was ich meine. Auf dem Render vom Nod Powerplant wurde dieser Glow sogar eingefügt (Wenn auch viel zu schwach meiner meinung nach), aber nie ins SHP umgesetzt. Etwas Beleuchtung ist meiner Meinung nach einfach notwendig weil das gesamte Gebäude sonst zu einem einzigen dunklen Quadrat verschwimmt - was ne ziemliche Verschwendung des sonst ganz stylishen Designs wäre.
Edit:
Heres a quick Mockup I made. The Powerplant doesnt look that good - I added small spotlights highlighting the Nod-logo.
_________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
Though unfortunately do alphalights have bugs when being stealthed and i don't see another way to make it glow in the dark with a soft color transition. _________________ SHP Artist of Twisted Insurrection: Nod buildings
why not make it an optical illusion?
scrap the alpha lights, convert the "glowy" warfac that you polioshed in PS into the shp builder directly so that it takes colours from the grey palette. its looking like a light then, but in reality the highlight spots are just colours from the palette light grey. _________________ Hydraw Art on Facebook QUICK_EDIT
You can't have alphalights affecting the building, but many buildings like the conyard use active animations for that, no need for alphalights that ruin stealth... QUICK_EDIT
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Wed Dec 16, 2009 11:33 pm Post subject:
Even better - make the damaged warfac flicker.
Is the active Anim also affected by palettelimitations? _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
Why does everything look fuzzy and out of focus? Why is that WF so flat? You know voxels aren't going to exit without poking through. And it appears to be out of the TS isometric perspective, too angled. QUICK_EDIT
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Mon Dec 21, 2009 7:28 pm Post subject:
I disagree. Also, the flat shape has been explained several times before. Read the previous posts, please. _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
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