Posted: Wed Nov 28, 2012 12:37 pm Post subject:
In DD, miners build you! (November 2012 update)
Actually, only one side's miner, unless I change my mind. :p Doom Desire is a mod about humanity's battle against alien invaders, and will feature 3 sides: the alien Vintarids, humanity's defenders Essence, and elusive Paladins. Those of you tracking it on ModDB noticed that I posted some new units there. There's one new vintarid unit, and three paladin ones (four, if you add the infantry spawned by Alucinor). There's also some very important background info on how (some) paladin units are created.
Vintarid RheRhe Seeker
power drain - it can disable any electronic device that happens to be underneath it
Paladin Augur
Phantasms - creates ghost-like creatures that cause nightmarish visions
can detect hidden units
Paladin Solar
solar beam - Solars create and focus light in their bodies, which they use to attack the enemy
thoughtform - psionic, mindless, immune to radiation, immune to EMP, no driver, doesn't get experience, doesn't function without controller buildings
can attack both ground and air targets
Solar attack animation.
Paladin Alucinor
phase out - becomes invulnerable to any damage for short time
harvester
creates thoughtforms (deployed only)
sustains thoughtforms (deployed only)
Alucinor Phase Out ability.
Thoughtforms
Paladins, as the only side, make use of a special kind of units - thoughtforms - which are pieces of art of their own. All thoughtforms are based on some archetype that deeply affected its creator (for example, Solar is based on a sci-fi fighter aircraft archetype). They are created through accumulating and reshaping the crystals in energy form, and when this mentally exhausting process ends, a new thoughtform is ready to serve its creator in any way he or she demands.
Thoughtforms aren't life forms on their own, but something like an expansion of their creator's being. They posses the same knowledge about the surroundings (sometimes to the point of sharing their sight), consider same objects as enemies, and never do what their creator wouldn't do. All this while being completely immune to any harmful effects that work on living beings or machines. However, they are still physical, which means that while they can affect the surroundings, they can also be destroyed, just like any other physical object can.
The biggest, and probably the only, downside of thoughtforms is that when they somehow loose the link with their creator, they become idle, and ignore everything that happens around them.
Alucinors accumulating crystals and using them to create a Solar.
Most important in thoughtform creation process are the Alucinors. Those are mobile platforms that allow Paladins to create thoughtforms anywhere they need. They are also able to sustain thoughtforms while they are deployed, but if they are to undeploy, or become disabled, the link is broken. While deployed, each Alucinor retains its Phase Out ability, but using it will make it unable to gather crystals, neither create or control thoughtforms. Last edited by mevitar on Mon Dec 03, 2012 11:57 pm; edited 2 times in total QUICK_EDIT
Agreed, it's looking quite interesting.
The terrain kinda ruins it though... Aside from the fact that the terrain looks plain ugly, the graphical style of the new graphics and the terrain don't seem to match at all. _________________ QUICK_EDIT
Is the Paladin Solar a voxel or SHP?
The firing anim and the general lighting makes it look like an SHP, but the 32 facings, the missing anti-aliasing and the wrong shadow like a multi-section VXL. _________________ SHP Artist of Twisted Insurrection: Nod buildings
And how is there a 32 facing specific firing anim possible? The floating disc beam is IIRC a hardcoded render effect of a laser going only in a half-circle, starting on the rear. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Agreed, it's looking quite interesting.
The terrain kinda ruins it though... Aside from the fact that the terrain looks plain ugly, the graphical style of the new graphics and the terrain don't seem to match at all.
Sadly, nothing i can do with that for now, until i find someone who will make me a new terrain.
If i won't... it seems i'm going to have even more work to do.
Lin Kuei Ominae wrote:
Is the Paladin Solar a voxel or SHP?
The firing anim and the general lighting makes it look like an SHP, but the 32 facings, the missing anti-aliasing and the wrong shadow like a multi-section VXL.
Crimsonum wrote:
Voxel. The firing anim uses the Floating Disc's beam logic.
Yes, a voxel (a flying turret to be precise), but it uses Prism Tank turret change logic to achieve the animation. It is also why the shadow is so small - too big base body and its bounds will be visible under the turret. I'll still try to make the base a bit bigger, but it has to stay small and round. Unless there's something that allows voxel turrets to cast shadows, i'm stuck with this. Last edited by mevitar on Wed Nov 28, 2012 5:13 pm; edited 2 times in total QUICK_EDIT
Sigh... Solar is merely animated turret voxel as whole thing thus charge-up, colors are due to using 240-255 range so lighting won't affect even in voxels.
No floating disk logic used at all and sadly the whole unit as turret makes it fly in bizarre fashion... weapon itself is plain normal laser.
@Bittah Commander
Yes, the stock Red Alert 2 terrain tends to ruin many modifications. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
It is also why the shadow is so small - too big base body and its bounds will be visible under the turret.
I assume you used already a new voxel.vpl, so how about adding a special color which is rendered invisible in all directions? Since the game will even render a shadow on these invisible voxel, you'll be free to give the body whatever shape and size you want.
Another way might be UseTurretShadow=yes in art.ini. Not sure if this works in RA2 though. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Very interesting use of turret charge logic
I assume you used already a new voxel.vpl, so how about adding a special color which is rendered invisible in all directions? Since the game will even render a shadow on these invisible voxel, you'll be free to give the body whatever shape and size you want.
Another way might be UseTurretShadow=yes in art.ini. Not sure if this works in RA2 though.
Neither of the solutions you offered work. UseTurretShadow=yes does nothing and it's impossible to create singular colors that are not rendered by editing VPL. The effect seen in the picture you posted was created by removing VPL sections from use entirely, which should have been obvious from the text. _________________ QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Dec 03, 2012 7:25 pm Post subject:
First of all, nice job with these new units. I like the style of the graphics. By reading your news post however, I couldn't guess what is Doom Desire about and I don't think many visitors will understand it either. If you could add a sentence explaining it at the beggining of the post, I could move it to the PPM News Network forum, in order to show it up in the site. QUICK_EDIT
I didn't expect it was needed, since i already did a small side introduction here http://www.ppmsite.com/forum/viewtopic.php?t=32639 (which, i admit, was quite some time ago ).
I updated the post, but i won't add more specific info just yet, as i'm planning to add it gradually as i update the sides, and the info will come as background for that. QUICK_EDIT
You cannot post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum