Posted: Sun Nov 18, 2012 5:37 pm Post subject:
Tiberium Flora Mockups and ideas
I have gathered together all the concept art for tiberium flora and fauna i can find and mocked up how they would look ingame
They are all to scale (concept art has human scale next to them) unless noted otherwise below.
Some I have added transparency's but only 50% or 75% so that i can be replicated ingame
Anyway I will list them below and share some ideas I have for each of them
1. Green Tiberium Tree
Probably not necessary to use this as an almost identical version is already in Firestorm/rewire anyway.
2. Blue Tiberium Cactus
This could be used as a nice variant on the already existing Blue Tiberium cactus as it has a slightly different design
(note 50% transparency top spore anim)
As you can see it looks quite different from the current Firestorm blue cactus
http://images2.wikia.nocookie.net/__cb20070422192912/cnc/images/5/5a/Vegetation2.gif
3. Giant Alien Pod
The strangest and largest of the flora (actually scaled down otherwise would have been to big)
This thing is weird, perhaps when it is destroyed some kind of new tiberium lifeform emerges from it?
Or maybe it just spawns lots of green tiberium and/or gas clouds?
(note 75% transparency for pod area)
4. White Crystal Cactus
Placed next to a green tib cactus, you can see they are very similar and it seems WW used this and made it green tiberium cactus instead.
Either do not use as it is to similar, or use as variation (also introducing white/translucent Tiberium flora
5. Tiberium Spores plant
Ideally I think it would be great if these things could at a slow rate, grow just like Tiberium
They would be unharvestable and travesable by all units/vehicles
However when vehicles moved over them, they would crush them and a particle/animation of spores in the air would linger (much like gas clouds) which would be toxic to all infantry.
More detailed image here http://cncguild.net/pages/ts/conart/images/plant1.jpg
(note 50% transparency)
6. Blue Tiberium Tree
Decorative tree
Shown are two sizes, based on the concept background (which has no human scale reference) I believe the smaller one is the intended ingame scale. The larger preserves more detail though.
7. Large Green Tiberium Flora
Decorative Flora
I think it would be nice if this one glowed in the centre (not effected by lighting) and possibly emitted a subtle green/yellowish alpha lighting.
(note 75% transparency on middle area)
9. Tiberium Totem
Emits sporadic gas coulds from its top.
Explodes with minor gas explosion if destroyed (maybe 3 gas clouds)
(note 50% transparency gas anim at top)
10. Tiberium Pit
I have included a large 2x2 and a small 1x1 version
I believe the smaller one is the inteded ingame scale (however much detail is lost)
Maybe this thing (if possible) could spawn sporadic viceroids and/or gas clouds?
11. Big Blue Tiberium Crystal
Nothing new here, I am sure we are all familiar with Big Blue which spawns blue tiberium
However I propose as per FS Manual, that when these things are destroyed, tons of blue crystal shards are sent flying all over the place, spawning lots more blue tiberium again.
Well these are my ideas, what do you guys think ?
Edit: Forgot to mention, as Ares allows custom palettes all of these should retain full quality even when ingame
Too bad most of them look incredibly bad when copy-pasted from the concept art. Especially 3 and 7 are in the wrong angle. I'd wish someone would recreate them in 3dsmax or Photoshop. _________________
note: smaller blues are already explosive and spawn shards.
Awesome
Crimsonum wrote:
Too bad most of them look incredibly bad when copy-pasted from the concept art. Especially 3 and 7 are in the wrong angle. I'd wish someone would recreate them in 3dsmax or Photoshop.
Yea I agree
It's lucky any of them look ok since all the concept art seems to be from a side on perspective
As for No.7 I wonder if the guys working on Tiberian Sun Genesis would be willing to donate this?
http://media.moddb.com/images/mods/1/8/7868/ScreenShot0011_new.jpg
(I've seen a shot of the model without that heavy glow and it looks good) _________________ QUICK_EDIT
Wouldn't most Tiberium fauna have a certain inorganic feel to them anyway, considering the crystal lattice of the original Riparius strain? _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
These are all Tiberium Flora. Fauna is Animals, basically. Flora is plantlife. The title says "Fauna" but it really is about flora.
Ahh yea silly me
I'll edit topic title
Added vid link in first post
They both look good, are you going for light blue tiberium or TS dark blue? (just asking as newer one goes slightly better with lighter blue tib) _________________ QUICK_EDIT
It doesn't help either that WW mixed and merged Flora and Fauna in the game as well
They did not. They called tiberium flora Fona, which is a mixture of Flora and Fauna since tiberium plants have organic parts in them (remember TD pulsating flesh covered blossom trees; veinhole monster) and thus can't be classified as either flora or fauna.
In C&C there isn't only Flora, Fauna and Fungi, but also Fona. Last edited by Lin Kuei Ominae on Wed Nov 21, 2012 9:39 pm; edited 1 time in total QUICK_EDIT
They did not. They called tiberium flora Fona, which is a mixture of Flora and Fauna since tiberium plants have organic parts in them (remember TD pulsating flesh covered blossom trees; veinhole monster) and thus can't be classified as either flora or fauna.
In C&C there isn't only Flora, Fauna and Fungi, but also Fona.
Speculation. Westwood might've just as easilly mixed up the scientific names. Knowing their past mistakes, this wouldn't come as a surprise. Besides, Firestorm manual refers to them as flora. _________________
It's the extreme repetition of the single shape (each vertical rung of the inner edge), the perfect circularity, and the equally spaced tendrils around the outside. The whole thing is so exact in its construction that it seems artificial. It is, based on it's texture, organic though. Organic and artificial feels to me biomechanical. QUICK_EDIT
Though the green tree trunk could be a tad sharper imo. Or maybe with a bumpmap so the white spots look a bit more plastic and not that flat.
The shadow should be a bit more accurate. It looks like a big far away placed omni light was used (thus the shadow being smaller than the object) instead of a parallel ray casting directional light (shadow almost same size as object). _________________ SHP Artist of Twisted Insurrection: Nod buildings
This one looks better than the version seen below.
Can you describe bit more detalied what do you like and what dislike in both?
I kinda agree with Alex06 here.
The bottom part looks more detailed in the first one to me. The latter seems to have the details washed out a bit. Or is this just because that's how it looks ingame? The top part looks better in the latter one. _________________ QUICK_EDIT
The shadow isn't smaller than the plant; it appears the light source is so high the shadow is cast almost directly beneath the "treetop". _________________
This one looks better than the version seen below.
Can you describe bit more detalied what do you like and what dislike in both?
Sure! The original one (not the one ingame) has less of a monochrome look. It is more colored than the other one. It's also got more than 2 shades of blue. The blue "lights" going through it give it a more livid look, whereas the greyish blue that covers all of the plant in the ingame version makes it look more like clay.
So basically the colors are more vibrant and there are more of them.
EDIT: The fatter one (the one with the grey background) also looks more livid due to it being fatter. And the blue lights attract more attention towards the detail on the plant. It makes those small details more visible and, as a result, it looks like it has some sort of light or organs inside and the outside is semi-translucent, or that it has some sort of circulatory system, like a leaf or plant. QUICK_EDIT
OK, I have come with 3rd iteration. Actuall difference betwin first and second verison was indeed thouse glowing veins. Later i have reduced that glow because it can't be seen at such distance at day time an added small yellowish tint over it (sun light coloring). But yes, probably veins can be brighter enough just to self-illuminate area where shades are. Here is final image i guess.
PS btw these are not 3d models but paintings.
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_________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
I wish you could add the lightpost parameters (LightIntensity, LightBlueTint, etc.) on TerrainTypes as to make these glow.
Maybe make some of the Tib Flora unselectable buildings.
This would allow alot more functionality, especially for the more exotic flora?
Edit: I'm no expert on RA2YR/Ares modding, but i recently read you can also change the selection box offset to -999 or something and it will render it invisible (don't quote me on this) _________________ QUICK_EDIT
Yes, but when damaged, they would still play the crumble sound, and AFAIK would catch on fire when damaged (as the Tiberium flora were not supposed to). _________________
offset -9999 works but only for units.
buildings shows health bar even if they been made unselectable. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Yes, but when damaged, they would still play the crumble sound, and AFAIK would catch on fire when damaged (as the Tiberium flora were not supposed to).
But surely they were indestructible?
Gangster wrote:
offset -9999 works but only for units.
buildings shows health bar even if they been made unselectable.
Think AG found a way of removing it by setting the Height to -9999 or something similar. QUICK_EDIT
Think AG found a way of removing it by setting the Height to -9999 or something similar.
If it's true I can asure you new Fonas eventualy will be custom paletted, use transparency, emit light, spawn gas or tiberium, hell knows what else... custom blossom trees? ...agressive veinholes? large tiberium crystall pillars? >_> _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Think AG found a way of removing it by setting the Height to -9999 or something similar.
If it's true I can asure you new Fonas eventualy will be custom paletted, use transparency, emit light, spawn gas or tiberium, hell knows what else... custom blossom trees? ...agressive veinholes? large tiberium crystall pillars? >_>
It is true. Was posted by kenosis somewhere on RA2 forums and both I & AG have tested it at confirmed working without any obvious side effects. And yes, it has to be a large negative number. Something like 9999 wouldn't work very well. If you want to know why, test it and fly a jumpjet/flying unit above the said building to see. _________________ QUICK_EDIT
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