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Re: Tiberium Refinery WIP [message #473221 is a reply to message #462247] |
Fri, 17 August 2012 17:29 |
Generalcamo
Messages: 522 Registered: October 2010
Karma: 0
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Personally, I don't think they need more smoothness. This is a rather large war, probably larger in scale then WWII, as you have Nod's African Campaign, and GDI's Euro Defense, followed by the destruction of the Temple in Sarajevo. And don't forget that Nod almost invaded the Pentagon. So instead of using that welder fuel to make the pipes rounder, you could use that fuel for Tanks.
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Re: Tiberium Refinery WIP [message #473472 is a reply to message #473221] |
Fri, 24 August 2012 18:08 |
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OWA
Messages: 647 Registered: May 2006 Location: W3D Hub
Karma: 0
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Colonel |
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generalcamo wrote on Sat, 18 August 2012 01:29 | Personally, I don't think they need more smoothness. This is a rather large war, probably larger in scale then WWII, as you have Nod's African Campaign, and GDI's Euro Defense, followed by the destruction of the Temple in Sarajevo. And don't forget that Nod almost invaded the Pentagon. So instead of using that welder fuel to make the pipes rounder, you could use that fuel for Tanks.
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Personally, I'd like to see what Aircraftkiller thinks; because I have never seen hexagonal valve wheels in real life before and I think your excuses are incredibly poor.
If you wanna talk canon, I think if GDI can afford Mammoth tanks and Nod can afford Obelisks, both sides could at least afford round valve wheels.
Metal objects like that are usually cast, not welded. Plus, if they were somehow magically welded by a gas welder they'd use butane or propane, not diesel/gasoline/tank fuel.
tl;dr - Valve wheels still need to be rounder despite crappy excuses.
RA2:AR Moddb Page
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Re: Tiberium Refinery WIP [message #473480 is a reply to message #462247] |
Fri, 24 August 2012 21:02 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 1
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General (5 Stars) |
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I think that there need to be sacrifices to run better looking graphics on a 1998 engine. One of those sacrifices is having eight sided valve controls in exchange for more intelligently designed textures, interiors that are more than sparse wastelands, realistic looking buildings, and polygon counts that aren't lower than the stuff I develop for at work.
I can clearly make smoother valve controls. The issue is that I don't want to. I'm using more textures and more geometry than the Renegade buildings by a factor of five, at minimum. This doesn't include the higher quality vehicles that I've been developing. I'm trying to strike a balance between looking good and running well, which is my job as an environment artist.
Quote: | An environment artist is someone who works in the game industry as a 3D modeler, specializing in outdoor or indoor locations for a game's setting. They are responsible for creating the majority of the overall visuals the player will encounter on the screen, making approximate collision so that the player isn't colliding with every little detail, optimizing geometry so that the level runs at a manageable framerate, and helping bring life to the game world.
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The main issue with a lot of mods built using Renegade's engine is that people push things way too far and don't realize that it's a 1998 engine. Sure, I can make 40k buildings with 2048x textures. Sure, I can make vehicles use three 2048x textures with 15k polygons. Should I? No, I shouldn't.
The end result is that they look round enough. I don't feel like adding 25 to 50 triangles per valve just so that they look slightly rounder. It's an old game. You don't see people catch grief for Half-Life 1 mods looking just as dated as the original game - you develop within the constraints of the engine, not beyond it.
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Re: Tiberium Refinery WIP [message #473481 is a reply to message #473480] |
Fri, 24 August 2012 21:19 |
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havoc9826
Messages: 562 Registered: April 2006 Location: California, USA
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Aircraftkiller wrote on Fri, 24 August 2012 21:02 | You don't see people catch grief for Half-Life 1 mods looking just as dated as the original game - you develop within the constraints of the engine, not beyond it.
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Well, a certain mod team prefers to push the Half-Life 1 engine beyond what everyone thought was its limits. Not everyone cares to expend that kind of effort, though. Also, Renegade really uses an engine that old? Eesh.
[Updated on: Fri, 24 August 2012 21:20] Report message to a moderator
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Re: Tiberium Refinery WIP [message #480355 is a reply to message #462247] |
Mon, 08 April 2013 12:35 |
trunkskgb
Messages: 214 Registered: September 2003
Karma: 0
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Recruit |
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Two questions.
Are these C&C 95 styled buildings done?
And may I use them please?
Good work by the way too man! Always been a fan of your modeling over the years!
My Renegade Maps
C&C Backstab || Rigdeline_b8 || C&C Halloween 2014 || Iron City (LE design) || Christmas Map (drafting)
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Re: Tiberium Refinery WIP [message #484371 is a reply to message #467492] |
Fri, 01 November 2013 13:08 |
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Aircraftkiller wrote on Fri, 18 May 2012 18:02 | It's for Noddingham, the last unreleased Renegade map. I'm removing all of the original buildings and replacing them with my own highly accurate replicas of the C&C 95 buildings. I've also changed balance and adjusted some gameplay mechanics to reflect the first game.
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Isn't that one of the early alpha maps of RenAlert [too]?
FUCK
[Updated on: Fri, 01 November 2013 13:08] Report message to a moderator
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