lovely terrain. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Thanks, I'm still a long way from filling up NYC, ie. Soviet mission #3. I really need more tall art deco buildings, as well as more small stores or mixed-use ones, but these wil be good for all kinds of maps.
I tossed a few into existing skirmish maps to make them a little different. You may notice the scale on these varies quite a bit, and the reasoning is that some neighbourhoods will cluster one scale or another, making them look more consistent, without worrying about the entire map being the same.
When I really start work on Soviet mission #4, I'll have to have some of those brutalist housing blocks ready, so as I make these buildings, I'm keeping the shape in mind for recycling designs. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
I remember seeing a civilian structure photoshop pack that included boards, sandbags etc but don't recall where I got it, is it here in PPM?
BTW keep it up with the civvie buildings! I will be starting soon too
Have you looked into importing RA3 and CNC3 buildings? Some civilian structures look quite good and fit the RA2 era. _________________
ayylmao on Discord QUICK_EDIT
I do recall looking through them and making some notes about which are worth using, but just as a starting point. I know others have converted them en masse for use in their mods, and I'm not keen on making SE look like it was just ripped.
That said, my main beef with the designs is that for some reason they stretched them vertically, so everything looks fairly well proportioned except the doors and windows are twice as tall, making the floors taller. Chopping them down or splitting floors might work case by case, but even so the set lacks skyscrapers, which are my focus currently.
working on Sov #4... ramping up the difficulty like #3.
Still have some bugs in the end conditions, and all the buildings are just temporary until I make proper soviet block housing known as "stalinkas" and possibly some of the later types that were taller...
Thanks, I have been slowing down, as I've had to reshuffle tons of tiles and finished almost all the intersection types, leaving the various curves to last... the planning is taking as long as the art. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
in my experience it helps to separate the tiletypes into subfolders to avoid the dreaded tiletype soup + makes updating
the mix and .ini more straightforward _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
I do that too, but after I decided I'm only allocating 2 tilesets (2x99) per 4-lane avenue and 2 tilesets for the 2-lane streets, rather than WW's method of splitting into 4-5 smaller ones, I had to come up with new ordering paradigms. Currently it looks like I'll have no more than 30 spare tile slots among the avenues, and even less in the street tilesets.
The thing is, depending how thorough I end up being when it's all complete, I could make other variations that I currently don't feel are important, which could require re-shuffling the orders again.
it will all be worth it when your fa2 interface is actually nice and doesnt have infinity tilesets dedicated to three tiles each.
cool roundabouts btw _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
New snapshot is up with a new map: A Nice Place. It's designed for 2v2 or 1v2 as the enemies will end up on the far side in such configuration. I rather like it.
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Sep 25, 2022 9:44 pm Post subject:
Please, shall we keep this topic focused on Scorched Earth?
I like the vehicles. If there is something that could be improved are the normals at the front of some of the bigger trucks (there are three big trucks, which are actually the same truck with different skins: one with a blue front followed by one with a green front and followed by one with a red one). I have a feeling some geometry deformations make the normals look odd on that screenshot, or it might be the strong contrast between the black and white voxels there which may look weird. I am not sure. If it is the first situation, it might be over-detailed and if it is the second case, all you need is to change the colors to reduce the contrast.
The maps are nice. Some of the green fields would look better if you add different types of grounds in maps like A Nice Place, The Gore and Sudden Death. QUICK_EDIT
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