Posted: Fri Jun 26, 2015 6:32 pm Post subject:
WIP: Offshore Oil Platform [RA2]
Here's a thingy I've been working on. I'm not sure what to do with this. I don't think there is any functional use for it.
I still don't know how to make the subsurface transition
Thoughts? Last edited by Nooze on Sat Mar 19, 2016 1:43 pm; edited 2 times in total QUICK_EDIT
It is not bad nooze good job . but should you go with something like Ra3 for the base (built upon large yellow air tanks I think) or just make a gradient colour stage to a watery colour of the 4 bases holding the platform. QUICK_EDIT
Split it into building and terrain.
Place on the map as terrain a passable version for the area with the helipad and the center.
Put the building right on top of that.
This way air transports can land on the helipad and deliver an engineer, which can in turn capture the center building.
Make the terrain part look destroyed/damaged and place over it the undamaged building.
Then you can make the building into a very powerful oil derrick and have it fully functional.
Nooze wrote:
I still don't know how to make the subsurface transition
Thoughts?
Make the columns going longer down. But put this under water part in a separate activeanim. Can be only 3 frames long. Then set this activeanim as 50% transparent. voila you have a very easy transition.
Of course you can also create the under water columns completely with a nice color transition as part of the main building.
A simple "gradient map" on a Mix map, which gives a smooth transition from the normal texture (Mix map channel A) to a simple blue texture (Mix map channel B).
Then create a nice water waves anim around the columns and put it in an activeanim. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Jun 26, 2015 8:03 pm Post subject:
Yea, it can really well work as a building esp in OpenRA. _________________ "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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Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Split it into building and terrain.
Place on the map as terrain a passable version for the area with the helipad and the center.
Put the building right on top of that.
This way air transports can land on the helipad and deliver an engineer, which can in turn capture the center building.
Make the terrain part look destroyed/damaged and place over it the undamaged building.
Then you can make the building into a very powerful oil derrick and have it fully functional.
Okay, that is pretty clever. I just don't know what requirements the engine has on stuff like this, "cliff" height for example.
Lin Kuei Ominae wrote:
Make the columns going longer down. But put this under water part in a separate activeanim. Can be only 3 frames long. Then set this activeanim as 50% transparent. voila you have a very easy transition.
Of course you can also create the under water columns completely with a nice color transition as part of the main building.
A simple "gradient map" on a Mix map, which gives a smooth transition from the normal texture (Mix map channel A) to a simple blue texture (Mix map channel B).
Then create a nice water waves anim around the columns and put it in an activeanim.
I'm not sure how to do that, but I'll give it a try. I'm doing this in Blender. I might just cheat and do most of the work on Photoshop, hehe. QUICK_EDIT
Okay, that is pretty clever. I just don't know what requirements the engine has on stuff like this, "cliff" height for example.
just a flat cell. nothing special is needed.
Nooze wrote:
I'm not sure how to do that, but I'll give it a try. I'm doing this in Blender. I might just cheat and do most of the work on Photoshop, hehe.
It's not cheating. It's using the program which works best for you and if the result is good looking, why not use it. _________________ SHP Artist of Twisted Insurrection: Nod buildings
LKO is right, splitting it would be a good idea. Look at the liberty base tileset, it's entirely flat but looks like a raised star.
You can also use the terrain base as a way to leave inaccessible rubble, like the legs going underwater stays the same, only the part above looks damaged, like the pentagon sides or bridge sections. The damaged part is hidden by the building on top.
You could easily make it protrude above it's level to appear to overlap things behind it as well with extraimage. This would give you even more of the feel of rubble seeing things passing behind... _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
LKO is right, splitting it would be a good idea. Look at the liberty base tileset, it's entirely flat but looks like a raised star.
OH, I got it now.
The base would be basically the structure graphics when it's destroyed, or visually "half destroyed", and the bit at the top where engineer would be taped to would have graphics that would cover the damaged bits so the whole thing looks normal.
Complicated but I guess it's doable. QUICK_EDIT
This was a request of mine to Nooze. To add more use for the engineers in Colony Wars which are amphibious... I was wondering whatever happened to this though. _________________ ~ Excelsior ~ QUICK_EDIT
This was a request of mine to Nooze. To add more use for the engineers in Colony Wars which are amphibious... I was wondering whatever happened to this though.
Also Coal Power Plant was a request of mine, but i canceled it.
Btw, great job, Nooze! _________________
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