Posted: Fri Apr 17, 2009 6:08 am Post subject:
Tiberian Sun Graphic Enhancement Mods
Subject description: Just a thought
I know, I'm on a roll.
But I thought that as a sort of community bonding project, we could all pitch in to make a huge graphic enhancement modification that takes the vanilla assets and remasters them, making them up to par with the stuff our fantastic mod teams are pumping out. I think that once we find a common ground, we could come together more as a community. I don't know how we'd go about this, and I would love it if it somehow came into fruition. Just am optimistic idea, I suppose. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
To be debated I suppose. The Building and Voxels are a definite. Many people don't want to make their stuff at West Wood quality, and I agree with them. I've been doing this for TS:AE. But I no longer want to. So I thought about my Remaster project, and I thought that it would be a good community bonding project, if executed properly. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Well...I considered this while working on TS:AE. I could produce WW quality work, but its not satisfying. I want something that is truly good work, and the shody graphics of TS really make it become an eye sore, all those grays and dull shades, and the lack of consistency with somethings. Like I said, just a suggestion. I know for a fact I couldn't tackle this project alone. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Well, I've been working on a graphical enhancement project for TS for a while now, so unless this indeed becomes a community project, I could give you all the stuff I make, Regulus.
Atm all I have are modified INI files and some voxels. Infantry recolour is no problem at all. _________________ QUICK_EDIT
IDK. I got in the mood last night and remade the Amphibious APC again. I'll post it here.
*Image Deleted*
*See Below for more recent update* _________________ You come for the modding but you stay for the Crap Forum. Last edited by Regulus on Sat Apr 18, 2009 7:17 pm; edited 1 time in total QUICK_EDIT
Well, I've been working on a graphical enhancement project for TS for a while now, so unless this indeed becomes a community project, I could give you all the stuff I make, Regulus.
Likewise. I've made plenty of stuff that you could find useful, from terrain to map re-makes. If this is actually going to get somewhere then I'll donate the things I've made for my own TS remake mod, but I'm not going to be making anything new for it as I don't have the time and I don't really want to comit to any other projects, TI and HW come first. QUICK_EDIT
Here is a second version I did after redoing the normals and reviewing the cutscene renders of the APC. Black dots due to normals should be gone now.
*Image Deleted*
*See Below for more recent update* _________________ You come for the modding but you stay for the Crap Forum. Last edited by Regulus on Sat Apr 18, 2009 7:17 pm; edited 2 times in total QUICK_EDIT
Fixed GIF. I don't know how to change the resolution of my screen shots. Everything looks tiny in my game, even stock stuff. The AAPC is 40 voxels long. Last edited by Regulus on Sat Apr 18, 2009 7:17 am; edited 1 time in total QUICK_EDIT
With a little input from Crimsonum, we come to this version.
*Image Deleted*
*See Below for more recent update* _________________ You come for the modding but you stay for the Crap Forum. Last edited by Regulus on Sat Apr 18, 2009 7:18 pm; edited 1 time in total QUICK_EDIT
I've remade almost every Westwood voxel myself.. The problem with a Mod of this scale is ensuring that all the graphics conform to roughly the same style.
There is already a Mod that does a similar thing: Tiberian Sun Pro. Its graphical quality isn't up to modern standards though. QUICK_EDIT
Some angles, particularly southeast, or east, which ever one. \ < that way
the frames jump like the whole apc is moving in the .hva animation, but clearly its not. Anyone have any ideas as to why this is?
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_________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
IMO, it needs to be pretty big - it's one of GDI's more daunting units, after all.
I'd say:
X=29
Y=21
Z=50 (or close to 50)
I haven't actually tested that sizing out in TS, but slightly larger than the average vehicle would be good, and because it has two sets of tracks the Mammoth Tank wouldn't be a bad reference for scaling. QUICK_EDIT
Anyway. I am hesitant to make the thing too large, as it will have huge overlap issues. But if no one cares I suppose I don't either.
We know it's a problem, but you'll have a slight restriction if you wish to keep all voxel unit lengths below 42 (a cell's width is somewhat 40 voxels) _________________ QUICK_EDIT
*Image Deleted* _________________ You come for the modding but you stay for the Crap Forum. Last edited by Regulus on Sun Apr 19, 2009 12:28 pm; edited 1 time in total QUICK_EDIT
*image deleted* _________________ You come for the modding but you stay for the Crap Forum. Last edited by Regulus on Sun Apr 19, 2009 12:28 pm; edited 1 time in total QUICK_EDIT
_________________ You come for the modding but you stay for the Crap Forum. Last edited by Regulus on Sun Apr 19, 2009 12:27 pm; edited 1 time in total QUICK_EDIT
I prefer using the other hi def render, using the light to reference 1 voxel. Mostly because its... more recent?, The top view is the shitastic cameo render.
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_________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
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