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Re: Tiberium Refinery WIP [message #473131 is a reply to message #462247] Wed, 15 August 2012 09:02 Go to previous messageGo to next message
OWA is currently offline  OWA
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Colonel

Looking great man.
All I'd say is put a few more polygons into those valve wheel things on the pipes, since you could probably make them look a lot more circular.


Re: Tiberium Refinery WIP [message #473221 is a reply to message #462247] Fri, 17 August 2012 17:29 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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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.
Re: Tiberium Refinery WIP [message #473472 is a reply to message #473221] Fri, 24 August 2012 18:08 Go to previous messageGo to next message
OWA is currently offline  OWA
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Colonel

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.

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.


Re: Tiberium Refinery WIP [message #473480 is a reply to message #462247] Fri, 24 August 2012 21:02 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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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.


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.
Re: Tiberium Refinery WIP [message #473481 is a reply to message #473480] Fri, 24 August 2012 21:19 Go to previous messageGo to next message
havoc9826 is currently offline  havoc9826
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Colonel
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.

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.


http://img82.imageshack.us/img82/8886/CommandoSig.jpg

[Updated on: Fri, 24 August 2012 21:20]

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Re: Tiberium Refinery WIP [message #473487 is a reply to message #462247] Fri, 24 August 2012 23:03 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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ESF has been in development for 10 years, at the least. I'm doing this in the span of months. There are whole teams of people dedicated to making buildings like mine with a proper set of textures and clean geometry. I make the final call on the art direction, and I feel that eight sided valve controls on a 1998 engine are more than generous, especially since there's six of them and a lot of other details as well. I'd rather pack in more detail instead of cramming it into a few parts.

Finally, what point is there to more edges in Renegade? The engine doesn't show it off very well. There's no specular highlighting. No normal maps. It has nothing particularly fancy that would require making higher resolution models.
Re: Tiberium Refinery WIP [message #473512 is a reply to message #462247] Sat, 25 August 2012 09:52 Go to previous messageGo to next message
OWA is currently offline  OWA
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Colonel

All I'm concerned about is the fact that the valve wheels are a bit of a focal point to the interior and they just look plain ugly as octagonal shapes.

Renegade's engine won't mind if you put few extra polygons here and there, because at the end of the day it's the texture sizes that like to ruin your day with performance issues.

The buildings we have in AR are giant and have massive sprawling interiors, but w3d doesn't mind in the slightest. You'd be better off making things look good rather than chopping polygons out that contribute to the aesthetics in a big way.

I think you could easily strike the balance of looking good and running well without worrying about putting some extra polygons in your blocky valve wheels. In the end there are no negative repercussions because they won't affect the performance of the game.
Putting a 4096x4096 texture map on them however, would kill it.


Re: Tiberium Refinery WIP [message #473551 is a reply to message #462247] Sat, 25 August 2012 20:38 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Of course it doesn't mind when you're running it by yourself, or with smaller games. If all you intend to have running are 4v4 or lower, then optimizing performance isn't as important as it is for developing a Renegade map that may end up having 25v25 playing.

I may add the extra sides, but I don't feel it's worth the trade-off. I'm more interested in performance than I am with seeing a repeat of Fjords where a lot of players complain about framerates.
Re: Tiberium Refinery WIP [message #473552 is a reply to message #473551] Sat, 25 August 2012 20:49 Go to previous messageGo to next message
OWA is currently offline  OWA
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Aircraftkiller wrote on Sun, 26 August 2012 04:38

Of course it doesn't mind when you're running it by yourself, or with smaller games. If all you intend to have running are 4v4 or lower, then optimizing performance isn't as important as it is for developing a Renegade map that may end up having 25v25 playing.

I may add the extra sides, but I don't feel it's worth the trade-off. I'm more interested in performance than I am with seeing a repeat of Fjords where a lot of players complain about framerates.

Fair enough. At the end of the day it's your decision. It's looking good anyhow. Smile


Re: Tiberium Refinery WIP [message #473553 is a reply to message #462247] Sat, 25 August 2012 21:24 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Sure, thanks for bringing up valid concerns.
Re: Tiberium Refinery WIP [message #473568 is a reply to message #473553] Sun, 26 August 2012 11:03 Go to previous messageGo to next message
OWA is currently offline  OWA
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Colonel

Aircraftkiller wrote on Sun, 26 August 2012 05:24

Sure, thanks for bringing up valid concerns.

No worries. Keep up the good work!


Re: Tiberium Refinery WIP [message #480355 is a reply to message #462247] Mon, 08 April 2013 12:35 Go to previous messageGo to next message
trunkskgb is currently offline  trunkskgb
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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! Thumbs Up


My Renegade Maps
C&C Backstab || Rigdeline_b8 || C&C Halloween 2014 || Iron City (LE design) || Christmas Map (drafting)
Re: Tiberium Refinery WIP [message #480356 is a reply to message #462247] Mon, 08 April 2013 13:09 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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From the last update I heard of, these buildings required rigging. So, I don't think so.
Re: Tiberium Refinery WIP [message #483949 is a reply to message #462247] Mon, 14 October 2013 06:10 Go to previous messageGo to next message
Renardin6 is currently offline  Renardin6
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You should release your model as w3d replacements for Renegade.

(Like your mammoth and orca...)
Re: Tiberium Refinery WIP [message #484371 is a reply to message #467492] Fri, 01 November 2013 13:08 Go to previous messageGo to next message
Aprime
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Colonel

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.


Isn't that one of the early alpha maps of RenAlert [too]?


FUCK

[Updated on: Fri, 01 November 2013 13:08]

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Re: Tiberium Refinery WIP [message #484374 is a reply to message #462247] Fri, 01 November 2013 20:45 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Something like that
Re: Tiberium Refinery WIP [message #484377 is a reply to message #462247] Fri, 01 November 2013 23:01 Go to previous messageGo to next message
Aprime
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Never forgot about the floating Barracks MCT that was right in the path of the Ore Truck.

FUCK

[Updated on: Fri, 01 November 2013 23:02]

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Re: Tiberium Refinery WIP [message #484394 is a reply to message #462247] Sat, 02 November 2013 13:42 Go to previous message
Kamuix is currently offline  Kamuix
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that's awsome i love it good job AFK
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