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Question about Warfactory Roof Anim
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Ousagi
Disk Thrower


Joined: 02 Nov 2022

PostPosted: Wed Feb 12, 2025 11:48 am    Post subject:  Question about Warfactory Roof Anim Reply with quote  Mark this post and the followings unread

I wanna know if someone made a way to have the roof of the warfactory not be behind buildings and unit.
I've checked it on other mods and it seems to be a problem there too.

I don't know if there is already a way to make the roof anim be in front of objects behind the building.
If not, I guess I'll just have to redesign the building.



Soviet Airbase.png
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Soviet Airbase.png



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Feb 12, 2025 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use YSortAdjust= on on the anim to adjust the layering.

Bugsey asked pretty much the same question a week ago :/

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Ousagi
Disk Thrower


Joined: 02 Nov 2022

PostPosted: Wed Feb 12, 2025 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Use YSortAdjust= on on the anim to adjust the layering.

Bugsey asked pretty much the same question a week ago :/

Oh sorry. But I did read that and thought it was about AttachAnimations only.
He also said that the insignia was on top of other units but still behind buildings.

Either way, I tried it and it was still unfortunately still not going in front of the other factory/building.
Here is the code(copied from [NAWEAP_3]):

Code:
[NXAIRB_3]
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=400
Layer=ground
;DetailLevel=1
YSortAdjust=-30000


Also tried:
YSortAdjust=30000

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adamstrange
Cyborg Informer


Joined: 07 Mar 2013

PostPosted: Thu Feb 13, 2025 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

That roof looks wierd but at the same time it looks pretty cool.

Just a suggestion, I would keep the exact shape, but turn it into steel like the original factory and have 3 or 4 remappable strips across the roof and wear the the onion shape ornament is, replace it with a red non-remappable hammer & sickle.

Also the front of the building is very dark whereas the original shows what that section looks like if the sun were hitting it at that hour.

Maybe add some inner detailing when it opens instead of that blank flat bottom.

Nice work.

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Ousagi
Disk Thrower


Joined: 02 Nov 2022

PostPosted: Sat Feb 15, 2025 12:44 am    Post subject: Reply with quote  Mark this post and the followings unread

adamstrange wrote:
That roof looks wierd but at the same time it looks pretty cool.

Just a suggestion, I would keep the exact shape, but turn it into steel like the original factory
Nice work.

It was originally white then turned gray and now a remappable roof. It was changed because it looked like it a neutral building.
It probably looks weird because the other parts aren't too detailed. I've also flattened it but it looked "worse?"

adamstrange wrote:

and have 3 or 4 remappable strips across the roof and wear the the onion shape ornament is, replace it with a red non-remappable hammer & sickle.

I have a non-remappable hammer & sickle and had used it on other buildings. I don't know what's wrong with the onion, from what I've seen,
everyone doesn't like it but did not see the reason why. I have it because it is a pretty noticable ornament.
If there are reasons why other than it being ugly, tell me and I might change it.

adamstrange wrote:

Also the front of the building is very dark whereas the original shows what that section looks like if the sun were hitting it at that hour.

I used the "suns" from DonutArnolds' Blender Templates and I agree with what you said that it is dark.
Though I don't know if I should mess with the sun setting because other buildings look alright.

Note, It was already changed since the door on the front isn't suppose to be usable. So it was put to the side as a detail only

adamstrange wrote:

Maybe add some inner detailing when it opens instead of that blank flat bottom.


Details are for the future. I am mostly focusing on making more buildings, not because I want to mass produce them,
but because my skill seems to be improving fast enough(at least, I think I am. I just started learning Blender in January 11, 2025).

Thank you for appreciating my work! Very Happy  I continue improving. Below are all of what I've done.
They will become better looking as I improve my skills. They will most likely all be redesigned. Laughing

Note:
- The "Tesla Coil" is redesigned from this one. It was one of the early ones I've made.
- The Nuclear Building thing is the very first one I've created. Just added it here since it was also one of the first buildings I've added in the game to test out.
- And again, the Airbase door was changed position, I just hadn't replaced it yet
- Most of the buildings have slight details changed but the idea is pretty much there.

If anyone still reads this. Please still help with the roof anim, it would be great to know. Smile



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Feb 15, 2025 10:22 am    Post subject: Reply with quote  Mark this post and the followings unread

These buildings look very plain, they lack the grime and detail of the vanilla buildings for the most part... you should consider adding c&p details to them all, and some dirt/highlights manually.

Specific quibbles:
- your cast shadows on the artwork are soft, they should be crisp like the shadow frames not dithered
- the brick sizes vary a lot, and in the case of the cooling tower there's no top to the bricks making it appear paper thin
- the war factory roof being all remap is too much, it's jarring, also it looks inflated or blow-moulded
- most of the building detail that does exist looks out of place and meaningless (why are there chemical vats on a radar?)

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Ousagi
Disk Thrower


Joined: 02 Nov 2022

PostPosted: Sat Feb 15, 2025 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
These buildings look very plain, they lack the grime and detail of the vanilla buildings for the most part... you should consider adding c&p details to them all, and some dirt/highlights manually.

Specific quibbles:
- your cast shadows on the artwork are soft, they should be crisp like the shadow frames not dithered
- the brick sizes vary a lot, and in the case of the cooling tower there's no top to the bricks making it appear paper thin
- the war factory roof being all remap is too much, it's jarring, also it looks inflated or blow-moulded
- most of the building detail that does exist looks out of place and meaningless (why are there chemical vats on a radar?)


1. I've able to change it but tell me if it still isn't sharp enough. I based the shadow to the Soviet MCV, but I might be a little bias so you can check:(below)

2. The brick sizes also varies in Red Alert 2 unless I'm blind. The Soviet MCV compared to the bricks of the Soviet Barracks have different scales.

The cooling tower building... Ignore that. That is just to show how much I struggled designing at the very beginning. It isn't being updated or redesigned.
The reason why it is thin is because it is. It doesn't have the solidify modifier since I didn't know about modifier at first/I was scared using them.
The other reason was again not being updated everywhere, in Blender and in the INIs. It's just there to show off.

3. I guess it's based of off the colored roofs here. But yeah, it doesn't look that weird to me.
I see it more as a colored roof than a remap.

The roof looking inflated is probably from a building I saw. I don't know where, but It's what I thought roofs for airplanes look like Confused

4. That's not a radar building. That's suppose to be Cuba's Battle Lab, so it has a lot of things going on. Without going in to too much detail,
the crane was suppose to get some scrap tank from a hole and dump inside the black hole on top. The hole suppose to have a grinder to crush vehicles.
That was the main idea. The other parts like the radar and chemical vats? are to make it more battle lab-ish.

Overall, they are meaningless. Mostly because I've wasted a ton of time in my life overthinking about design that I don't even start designing/creating anything in the first place.
This is to make myself comfortable adding things and it seems that they are still bland in the end Embarassed .



This was nice, thank you for the feedback. As for the grime, it would probably be that I find a way to procedurally generate it. Many of the details are going to change over time as I learn/ become comfortable.
I think it's too early too think about smaller details. I have to be comfortable with designing bigger so that I could downscale it forwards making better small details.

I don't if this is making the topic a bit different from the original question. But if having a better Airbase design means I get answer than I'll try to update the PNG in this question with a redesigned Airbase.
And take feedbacks for the designs.

I am enjoying 3D modeling now and honing my skill further. Very Happy



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Last edited by Ousagi on Sun Feb 16, 2025 6:02 pm; edited 1 time in total

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Medalmonkey
Missile Trooper


Joined: 26 Nov 2003

PostPosted: Sun Feb 16, 2025 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ousagi wrote:
2. The brick sizes also varies in Red Alert 2 unless I'm blind. The Soviet MCV compared to the bricks of the Soviet Barracks have different scales.

Yes the bricks are different size, and mostly unrealistic size, so go wild making them however you want #Tongue

Good start, the buildings need to cook longer, but overall good shapes.

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Ousagi
Disk Thrower


Joined: 02 Nov 2022

PostPosted: Sun Feb 16, 2025 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Medalmonkey wrote:

Yes the bricks are different size, and mostly unrealistic size, so go wild making them however you want #Tongue

Good start, the buildings need to cook longer, but overall good shapes.

Thanks! I don't know what cook longer means. But I am working on a new design. I've had trouble and took a ton of time with the IK stretch,
in the end it seems to not add much, but I'm almost finish. (At least still without interior unfortunately).

I might not be able to reply either until Wednesday or Tuesday since I'm working on stuff on university. So if there are anyone replying to this post,
please wait until then. Smile



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