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> A W S C Structures, upgrade complete
iamnotanaccounta...
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post 2 Aug 2009, 6:11
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Game Artist and Concept Artist




AWSC Structures upgrade complete

To those of you who followed Asylum when we were still a Zero Hour mod, most of our AWSC structures will look familiar. These are some of the oldest assets our mod owns, being some of the first art from our even older Zero Hour mod. Both the Sage engine and my texturing skills have greatly improved since then. Rather than toss them all out, I've been working on enhancements to the models and textures to improve them all.

Light WarFactory
before and after

Our small WarFactory had a tiny footprint and no build animation. It's actually a crucial AWSC structure you will build early and often, so it was well worth bringing up a level. Now it has an extension in the back, where bare Cougar chassis are loaded for assembly. When you build any unit one chassis will move down the line, into a door at the back of the factory.


Heavy WarFactory
The heavy factory was a very large structure that lacked detailing when compared to how the LWF had evolved. I wanted it to have it's own unit production animation, but the challenge was how to add on without increasing it's bulk. My solution was to open the roof up to reveal structural beams and robot assembly machinery. When a unit is in production you see multiple parts working away inside.
Nuke Silo
This nuke silo model is years old, and needed lots of touch-up paint. The addition of a crane to load missiles into the underground bunker was not my idea. Somebody on the team suggested this way way back, I don't even remember who. It was one of the "I'll get to that eventually" suggestions I never expected to actually execute. It works out well since it makes sense to move a nuclear missile slowly and carefully, great filler for the long reload time.
Airfield
Our airfield worked perfectly in Zero Hour. The little Predators spawned under the cover after they opened, then rolled out into the center of each pad. A couple things happened than prompted a major redesign. First, the GDI code wasn't working out too well, and second, we added another larger buildable aircraft that couldn't possibly spawn under those covers. (We might show that one eventually.) Both aircraft types will spawn on the parking positions. Each occupied bay door opens and the ground maintenance equipment rolls out, to give you a quick visual on how many slots are occupied (or that all your costly planes are now flaming wreckage.)
Comm Relay
The AWSC has some non-buildable tech structures as part of it's economy. The version in Zero Hour was a minor economy asset, and was thrown together with a lot of re-used textures. Since both the Asylum storyline and the AWSC economy will focus on these tech structures, it needed to stand out as an iconic gameplay object.
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samster01
Lord Kirby
post 5 Aug 2009, 21:22
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European Conflict Co-Leader
Projects: European Conflict Co-Leader and FF Beta Tester



Very nice building models you've got here.

It's cool being able to see the evolution of the structure models and textures.

I especially like the final com relay and airfield models.

- Sam


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Many thanks to Pav3d for the awesome EC sig. :P Gameplay >>>>> Graphics Always
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Sgt. Nuker
Stalwart Soldier
post 6 Aug 2009, 7:07
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The worm has turned gentleman!
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Personally I don't believe the nuke silo looks all that horrible. Then again, this is the first time I have seen or heard of this mod (yeah, I probably should get out more, lol), and I believe it looks on par with the other structures you've included in this update.

The Light Warfactory is amazing though. The add-on to the rear of the structure is genius. I really like how there is a bare chassis assembly line going into the building that is animated. It's a small thing in the grand scheme of things, but it is one that adds volumes to the mod. It shows that the mod's creators are willing to put time and effort into details that might be overlooked by others. It is just one more element that shows off the modders' skill and eye for detail.


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Shirou
Humble darkspawn
post 11 Aug 2009, 19:25
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Daybreaker



The eye for detail is absolutely amazing. I can really see that your attitude at modding is to make everything something special.


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