Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Thu Aug 18, 2016 10:46 pm Post subject:
Project Teaser
A bit of a teaser from something I'm working on. Still in its infancy in many ways, but I felt like showing off anyway.
Ignore the strange color changes, they're just GIF artifacts.
very, very cool.
I feel an urge to remake all my mechs in HD quality.
The missile smoke effect and the lasers look great.
But the animated, facing specific PPC is outstanding. How did you do that? Is it an animated 32 facing specific anim or an engine generated effect?
The graphics of the mechs could be a bit more gritty though. Better lighting, not that colorful, a bit more realistic (they look a bit cartoonish).
Are the mechs extracted from another game? _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Aug 19, 2016 8:29 am Post subject:
It's "not extracted from another game". Reaperrr is expanding the OpenRA-supported games with another one for a good while now. Nice to see how it looks atm. _________________ "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
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Fri Aug 19, 2016 9:02 am Post subject:
Graion Dilach wrote:
It's "not extracted from another game". Reaperrr is expanding the OpenRA-supported games with another one for a good while now. Nice to see how it looks atm.
Well, my project doesn't remake it, but uses it as foundation for an RTS with C&C-like production, so technically "extracted from another game" is more accurate.
@LKO: penev wrote a decoder for the MechComander sprite format for me a while ago, most things you see - the muzzle flashes, missiles + smoke, PPC, explosions and ofc mechs - are from that.
The PPC is a 32-facing anim, OpenRA supports facings for trails.
Wrt mech colors, I guess I could modify the palette to make the colors of the mechs a bit more gritty, but that's polishing left for later. Also, red and blue were remap in this particular example, I tried to replicate the looks from the original MC. QUICK_EDIT
ah ok, that explains a lot.
I thought it's your next C&C Mech Wars, now using the OpenRA possibilites with converted graphics that you found somewhere. Wasn't expecting OpenRA to now support the original graphics from even another game.
I still have to get used to the concept that basically everything can be done in OpenRA, even Sims or Lemmings and you're not restricted to a fixed amount of keys and logics like in the classic C&C engines. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Fri Aug 19, 2016 10:16 am Post subject:
That's the beauty of OpenRA.
I've already implemented customizable target positions (note how weapons target the torso rather than feet) and a working heat system that disables weapons above a certain heat level and blows up the mech when reaching another, higher threshold
I just need a "HeatWarhead" now to make the otherwise-lackluster flamer a truly fearsome weapon QUICK_EDIT
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