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Tiberium Refinery WIP [message #462247] Fri, 03 February 2012 19:51 Go to next message
Aircraftkiller is currently offline  Aircraftkiller
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Now that the Airstrip is nearly done, I'm moving on to the Refinery. I've used as many different references as I can. There's no way I can get this model as accurate as I have with my other ones, so I'm going for a more "realistic" style with the structure's design. A lot of the renders show it as a very compact building, which doesn't make sense with how I ended up building it in Max.

References:

http://www.3dholmes.com/images/project/refineryperspective.gif

http://www.3dholmes.com/images/project/refinerytop.gif

http://www.3dholmes.com/images/project/refineryside.gif

Here's my version that's untextured and missing some extra detail on the connection port for the Harvester's holding tank:

http://www.3dholmes.com/images/project/TiberiumRefinery.jpg

http://www.3dholmes.com/images/project/TiberiumRefinery1.jpg

http://www.3dholmes.com/images/project/TiberiumRefinery2.jpg

I'm planning an animation to replace the "arms" that come with the current Refinery in Renegade. It will do exactly what it did in CC1 - the connection picks up the tank and pulls it off the Harvester after the cab of the Harvester splits in half to let go of the tank. It then flips up the tank and plugs it into the roof of the Refinery, allowing it to drain via gravity into the processing center underground.

I'll also be using this interior as a reference to work from:

http://www.youtube.com/watch?v=hlOcKQgd7dA
Re: Tiberium Refinery WIP [message #462249 is a reply to message #462247] Fri, 03 February 2012 21:48 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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Interesting.
Re: Tiberium Refinery WIP [message #462336 is a reply to message #462247] Wed, 08 February 2012 19:38 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I've gotten it painted and I'm working on the interior. The problem is that I started my career and I'm really tired when I get home, so it's hard to find the time to work on this project lately. Will have to put some time in on the weekends and at least twice a week beyond that in order to push the rest of this out. When I have the time I'll get some new images up.
Re: Tiberium Refinery WIP [message #463902 is a reply to message #462247] Wed, 07 March 2012 18:25 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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It's been a rough month. Got overtime coming up and all that fun stuff. Will not have a lot of time to work on this except on weekends... And even that is a stretch. Here's the Refinery so far.

http://www.3dholmes.com/images/project/refinery7.jpg

http://www.3dholmes.com/images/project/refinery8.jpg

http://www.3dholmes.com/images/project/refinery9.jpg

The little tan box is the character size in Renegade, so you have a sense of scale. I have a few things left to add, minor details mostly, plus a set of textures to finish up for it.
Re: Tiberium Refinery WIP [message #463938 is a reply to message #462247] Wed, 07 March 2012 21:23 Go to previous messageGo to next message
halo2pac is currently offline  halo2pac
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OMG THAT YELLOW PENIS HAS PINCHERS!

http://img339.imageshack.us/img339/1991/nefobbygenyunoreleasere.jpg
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Re: Tiberium Refinery WIP [message #463954 is a reply to message #462247] Thu, 08 March 2012 05:03 Go to previous messageGo to next message
NACHO-ARG is currently offline  NACHO-ARG
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the exterior model looks really good, just the skin doesnt feel right, i think you should make a new paint work for the exteriors instead of recycling fjords´s textures, as for the interior, i love what i am seeing.
Re: Tiberium Refinery WIP [message #464128 is a reply to message #462247] Fri, 09 March 2012 21:37 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I don't see a compelling reason not to re-use textures that I already created. I'm not looking to make my workflow take more time when I'm working within a limited time budget. Thanks for the concern, though.
Re: Tiberium Refinery WIP [message #464631 is a reply to message #462247] Sun, 18 March 2012 13:50 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Changed the exterior texture to match the reference images. I think it looks a lot more compelling now. Still a lot of work left to do... This will probably be one of the most detailed structures.

http://www.3dholmes.com/images/project/refinery10.jpg

http://www.3dholmes.com/images/project/refinery11.jpg
Re: Tiberium Refinery WIP [message #464644 is a reply to message #462247] Sun, 18 March 2012 19:57 Go to previous messageGo to next message
NACHO-ARG is currently offline  NACHO-ARG
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Thumbs Up
Re: Tiberium Refinery WIP [message #464670 is a reply to message #462247] Mon, 19 March 2012 14:28 Go to previous messageGo to next message
Vince is currently offline  Vince
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nice origami model ack
Re: Tiberium Refinery WIP [message #466811 is a reply to message #462247] Sat, 28 April 2012 12:08 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I've got more progress to show soon... Been way too busy at work. It's hard to come back home and do this after I do it at work all day long.
Re: Tiberium Refinery WIP [message #467315 is a reply to message #462247] Sat, 12 May 2012 15:48 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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http://3dholmes.com/images/project/refinery12.jpg

http://3dholmes.com/images/project/refinery13.jpg

I'll try to remember to put up some images of the interior soon.
Re: Tiberium Refinery WIP [message #467317 is a reply to message #462247] Sat, 12 May 2012 19:09 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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Looks much better now, but would like to see more pictures of the interior sections, as you haven't shown that since it's been textured. What's the overall polygon count? I just want to get a feel for how many each structure is roughly, and how many polygons an entire base would be.

Have you considered perhaps making LOD models for them? I think it would benefit for maps using these structures to have them rendering at less then half of the polygons when at 150+ metres. I know you won't like this idea, but consider it for the people with low end computers lol.


http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg
Re: Tiberium Refinery WIP [message #467318 is a reply to message #462247] Sat, 12 May 2012 19:49 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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You can't LOD terrain AFAIK, and I deal with enough LOD at work to not want to deal with it when I come home.

http://www.3dholmes.com/images/project/refinery14.jpg

http://www.3dholmes.com/images/project/refinery15.jpg

http://www.3dholmes.com/images/project/refinery16.jpg

http://www.3dholmes.com/images/project/refinery17.jpg

http://www.3dholmes.com/images/project/refinery18.jpg

These are quick test renders of the interior. Anything seen here is subject to change. For example, I've forgotten to add railings to the stairs, and I never got around to fixing the railings on the upper catwalks yet.

[Updated on: Sat, 12 May 2012 19:57]

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Re: Tiberium Refinery WIP [message #467321 is a reply to message #462247] Sat, 12 May 2012 22:17 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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You cant LOD terrain, vis is what you use to make heavy terrain not so bad on the engine.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Tiberium Refinery WIP [message #467344 is a reply to message #462247] Sun, 13 May 2012 21:44 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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Of course i wasn't referring to terrain itself, but was talking about the buildings itself. Other then that its no big deal, as the exteriors of the buildings are somewhat simplistic and can't be lowered by much from the looks of it, so Vis will do the trick.

Anyway's the interior is looking great, I like the overall theme of texturing, with lots of greys and darker tones. Nothing hard on the eyes, and the green floors are a nice touch also. Good job on this so far, looks promising.

Do you plan on making damage states? Would be interesting to see the trashed versions with all the pipes collapsed, and a few holes here and there with sparks coming out.


http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg
Re: Tiberium Refinery WIP [message #467390 is a reply to message #462247] Tue, 15 May 2012 16:50 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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The exteriors aren't as simplistic as they look. If I wanted to, I could set up LOD to bring them down to only a hundred polygons or so. However, like I said, I do this for real-time simulation every single day... I try to avoid it at home. Visibility systems will be preferable, although I can't imagine that I'm looking forward to setting that bullshit up again.

I'm not sure if I'll set up damage states to that extent. There's a strong possibility that it would take me longer to work on than I would like. This is already being pushed back a lot farther than I had expected it to be.
Re: Tiberium Refinery WIP [message #467391 is a reply to message #462247] Tue, 15 May 2012 17:43 Go to previous messageGo to next message
NACHO-ARG is currently offline  NACHO-ARG
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the interiors are relly cool man, keep up the good work.
Re: Tiberium Refinery WIP [message #467420 is a reply to message #462247] Wed, 16 May 2012 22:55 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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it's too real-looking for renegade; tone it down a bit, would you?

liquidv2
Re: Tiberium Refinery WIP [message #467461 is a reply to message #467420] Thu, 17 May 2012 16:46 Go to previous messageGo to next message
Sean is currently offline  Sean
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Needs more trees.

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Re: Tiberium Refinery WIP [message #467462 is a reply to message #467461] Thu, 17 May 2012 17:25 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Azazel wrote on Thu, 17 May 2012 19:46

I like the sensation of a penis in my bum.


I know. It must be exciting for you.
Re: Tiberium Refinery WIP [message #467472 is a reply to message #467462] Fri, 18 May 2012 03:10 Go to previous messageGo to next message
Sean is currently offline  Sean
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Aircraftkiller wrote on Thu, 17 May 2012 17:25

Azazel wrote on Thu, 17 May 2012 19:46

I like the sensation of a penis in my bum.


I know. It must be exciting for you.


I prefer tree's though.


Head admin at TmX (The Matrix Sniper server)

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The Matrix Sniper: 188.138.84.134:4576
icon14.gif  Re: Tiberium Refinery WIP [message #467476 is a reply to message #467462] Fri, 18 May 2012 06:37 Go to previous messageGo to next message
Hunter-Seeker is currently offline  Hunter-Seeker
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Looks awesome Thumbs Up

Anyway, I maybe missed something (as wasn't on for long time here) what for do you make it? And so you have any other stuff - I wanna see Blush


http://i.imgur.com/5ET12.png
Re: Tiberium Refinery WIP [message #467492 is a reply to message #462247] Fri, 18 May 2012 15:02 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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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.
Re: Tiberium Refinery WIP [message #472635 is a reply to message #462247] Thu, 02 August 2012 04:06 Go to previous messageGo to previous message
Renardin6 is currently offline  Renardin6
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I love it. Great work!
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