Joined: 14 Jul 2014 Location: Where the fields are green
Posted: Sat Aug 02, 2014 1:59 pm Post subject:
DaRTzO wrote:
IMO they all look kinda crap, the pod makes it look cartoonish and un-realistic (yeah, I know sci-fi), but Tiberium would look cool if it was bursting out of the earth with some cracks around it, kinda like in Starcraft, except smaller scale of course.
Nope nope nope nope nope!
Tiberium isn't a crystal. Tiberium is a plant that sucks up minerals and deposits it in a crystal. If it doesn't have a pod, it isn't Tiberium.
The size of the pods isn't that important though, as long as they're visible. But if we get recoloured StarCraft crystals, I'm going to the USA, buy a shitload of artillery and I will BOMB Actiblizzard's HQ until it's a crater of burned WoW money and bloody gibs. _________________ QUICK_EDIT
they did the pods because of the engine limiation and it's understandable, i'd advice to use the tib with pods, because without it, atleast in these older engines, tib looks like absolute shit. _________________ Hydraw Art on Facebook QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Thu Nov 05, 2015 6:05 am Post subject:
Fifteen years later and I still love me some Tiberian Sun, and it's people like Gangster and Aro who keep this alive. I love it. _________________ "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 Nov 05, 2015 10:22 am Post subject:
I have to disagree with Bolt, this doesn't have the TS feel to me - I can like this.
The sole nitpick I can see that the Recon Bike and the Buggy has different shadow angle compared to the rest. Great job regardless. _________________ "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
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Fri Nov 06, 2015 12:00 am Post subject:
Sweet jesus, this looks awesome. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Hey Gangster. I only just found out about your amazing work a few hours ago.
I am blown away by what you've done.
I am curios.
How large are the sprites that you are remaking?
Are you remaking them with a target 1080 monitor in mind or maybe 4k for the future? QUICK_EDIT
Yes. It is a Ps. It is not for fooling you folks but a part of desingning process. content been shown is on pre-convert stage. In Ps I assemble all pieces together do clean up and color correction and controlling a overall quality by compairing elements to each other. And eventualy I gather enough content and it start looking very much as ingame screenshot. It been posted in WIP for a reason.
Anyway another WIP screen.
- updated clear terrain texture
- attempt on LAT
- brainstorming dark and grassy terrain texture
- more fonas variations and edge clean up Last edited by Gangster on Sat Nov 14, 2015 2:23 pm; edited 1 time in total QUICK_EDIT
I'd like to ask, is it possible to make an animation in Photoshop for all of that flora ?
That depends on what kind of animation you are looking for. But something nice and simple can be done, yes. With Ps and mostly with Adobe After effect. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Sun Nov 15, 2015 3:09 pm Post subject:
FRICK YEAH.
My only feedback, they might benefit from having small root structures on the bottom, I'm picturing like one pixel wide blackish feathery roots that'll help blend them in with the terrain tile they're on top of.
Difficult to describe, but the Firestorm foliage had that kind of root stuff, and I think it was a good move _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
I offer my help in setting up an OpenRA development environment for you. Getting started and keeping pace with all the engine changes isn't easy right now. QUICK_EDIT
I offer my help in setting up an OpenRA development environment for you. Getting started and keeping pace with all the engine changes isn't easy right now.
I am gladly take it. Tho engine is missing a feature wich I would prefer to be there before start converting content. I mean an ability to have more then one palette for terrain tiles. It is clearly seen now that I wont be able to fit every thing in 256 colors with out major quality loss.
It more like I would need a palette for group of tilesets. One for water, for paved roads, for grassy etc.
But anyway I have to admit I do need a help with creating a stand-alone mod. Because updates on TS mod are usually breaks current RW tech build. And I take time to fix. Pressious time I could spare on progressing mog _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Can you send or link me what you have already set up in Red Alert 2? I have some converter scripts which allow me to give you a stub mod with a working asset browser and map editor in a reasonable time frame. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Nov 25, 2015 1:08 pm Post subject:
Why don't you inherit the TS mod directly then? Using the TS mod's defaults.yaml atleast should decrease conflicts with bleed - assuming you mod that -, since then you only have to change what is necessary, but I guess you coulda inherit complete units/weapons from TS even at your current stage.
Moving out stuff as much as possible from the end unit into templates would help you a lot even though inheriting sadly only works with rules atm.
A similar approach could be that you only have override yamls - yamls are read from top to bottom in their order in mod.yaml - and use your own mod yamls as something like how RA2 map ini worked with reusing the TS IDs for now. That should decrease the conflicts a ton.
Hell, you could even give me a PM and I'll gladly set such up for you within 2-3 days. I'm in a great modding roll lately. _________________ "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
That is doable, and not even particularly difficult. It would be exposed via a Palette field on the individual terrain templates. Just don't do something crazy like a palette per template, because that would ruin performance. QUICK_EDIT
Cute lil' Tibies :3 I think it needs a bit more than just 5 pods per cell, though. Not as much as in TS (the patches looked overcrowded and the cell shape was too obvious), but maybe 1 or 2 more. _________________ QUICK_EDIT
Very nice tiberium Gangster.
Are you reducing the growing stages from 12 to 8 for Rewire?
Crimsonum wrote:
Cute lil' Tibies :3 I think it needs a bit more than just 5 pods per cell, though.
Yeah, I thought about Tibby too.
The 5 pods on this one are ok imo. There could be other bigger and smaller patches with more/less pods to give them some variety.
This one should represent the normal density, with 3 of 12 patches having 6-7 pods and some other patches even having only 3-4 pods (but maybe bigger ones) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Prety much sure i will blend. It did already on consept scene. Just need to carfuly bring this look to the game. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
I don't thing it blends in. It does not look like a natural field...
This is only 1 patch of tiberium. In the games, Tiberium has 12 different patches (plus 4 for slopes). Once the other patches are done, they will most likely look very natural when they are placed randomly next to each other. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I just had a random idea: how about adding the tiberium mold as some kind of overlay so that it can spread (and possibly be harvested) as well?
I'd imagine that it'd spread the same way as veins, with the difference that it'd be able to spread over cliffs as well (although that's probably hard to pull off, even in OpenRA) and it'd need a similar source like a veinhole monster or blossom tree to spread from (the fauna would already be a fitting source).
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