You also should have put them in the chronological order so you can see the improvements on the texture work (in relation to a RTS). While the first ones like the Goliath have its issues when viewed on some distance this imo got much better for e.g. the Leveler...
Yeah, Mipmapping washes the textures out fast, especially with 16 million colors..
I think alot of what helps OTA textures stand out, is #1. their format which doesn't use self Mipmapping like .dds does, those .tga's are mipped by the Videocard in post processing, and #2. Very small Color palletes which keep contrasts strong.
Joined: 25 Aug 2004, 12:31 Location: Has not played *a in years.
nice! ive been waisting my time with mods that will never get any where, and i just figured out how to make decent s3o's altho im not that great with smooth UV's or awesome textures but im willing to spit out a few remakes of ota models if needed. is there a list on ca or somewhere with the models that have been redone?
Honestly, these units DO look fine here, and SHOULD look fine. I think the problem is just the way s3o's are rendered. I think perhaps the real problem with s3o is that the base texture is always washed out, in preparation for the second texture- which adds glow and reflectivity, essentially the highlights and colour. Which means without that second texture it just looks pretty flat and dull. I intend to try and see what happens if i take the white parts of the texture and stick them in the map, but even then its still not going to help people who dont use reflective units (a lot, id think).
is there a list on ca or somewhere with the models that have been redone?
CA is trying to finalize its artistic style and unit list, as we are still shuffling some units around (amphibs, hovers, and t2 stuff).
Ill be working more heavily on that aspect and try and get it all finished so we can really start recruiting modellers- but if people want to get in on the ground floor CA is an opensource project and anyone is welcome to contribute (though we do have standards- we cant take just any models).
If you want to just make OTA remakes though, there area heaps of units to do.
If you use reflective units and anti aliasing x16 it looks ok :) I do think team colored were redistributed in a bad manner. You could redistribute team colors to help a unit preserve its structure for example putting tam color on the barrel of a gator cause ingame you cant see the barrels from gameplay distance. If you put team color on the barrel it would help preserve the Gators form. With better team color spread in the corect parts i think the problem might be solved partially.
Same hing with the stumpy and leveler.The former leveler had team color all over its turret that way you could see how the leveler is structures from a gameplay view and it was great.
Iv taken another look at the Leveler and think even more team color should be applied to the turret.
Joined: 01 Jun 2006, 12:15 Location: Banned user for reason “Do not post pictures of people fucking cars”
The screenshots were taken ingame by the way, not upspring.
A. They're up close. B. I assume you used reflective units.
a) They were cut out of 1680x1050 screenshots, minimally resized to make them conform. b) Yeah and 16xAF which apparently increases the threshold for mipmaps. If you've seen my other thread about mipmaps then you'll see why textures look washed out/muddy without an anisotropic filter. Doesn't make a difference if I turned reflectivity off though.
Here's the difference of no shaders and all shaders. Dunno what exactly you mean.
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