Tanks a Lot Posted May 12, 2012 Share Posted May 12, 2012 Once again...FANTASTIC. How soon until we get to see these fantastic creations? Thanks. I'm more or less done with 12 of the 16 regular, independent houses. I'd like to finish the last 4 before releasing anything. It's too hard to predict when all 16 will be done, maybe 2-3 months, no guarantees though. Here's a screenshot of my latest one: 0 Quote Link to comment Share on other sites More sharing options...
Hister Posted May 12, 2012 Share Posted May 12, 2012 Nice. Nice indeed. 0 Quote Link to comment Share on other sites More sharing options...
patboy Posted May 12, 2012 Share Posted May 12, 2012 Nicely done!!! 2-3 months before release Noooooooooooooooooo!!!! 0 Quote Link to comment Share on other sites More sharing options...
Fuser Posted May 12, 2012 Share Posted May 12, 2012 Oh man, you have some some talent. 0 Quote Link to comment Share on other sites More sharing options...
WinOrLose Posted May 12, 2012 Share Posted May 12, 2012 I don't think we could heap enough praise on all the map and mod makers for all the hard work that goes into keeping this game fresh. 0 Quote Link to comment Share on other sites More sharing options...
Tanks a Lot Posted May 12, 2012 Share Posted May 12, 2012 Oh man, you have some some talent. Thanks Fuser, I wish I could do your magic with vehicles. 0 Quote Link to comment Share on other sites More sharing options...
Aragorn2002 Posted May 12, 2012 Share Posted May 12, 2012 That last picture is unbelievably good. 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted May 12, 2012 Share Posted May 12, 2012 Yeah, that's my favorite so far. Mord. 0 Quote Link to comment Share on other sites More sharing options...
Agua Posted May 12, 2012 Share Posted May 12, 2012 Holy crap! That's awesome. 0 Quote Link to comment Share on other sites More sharing options...
Vergeltungswaffe Posted May 12, 2012 Share Posted May 12, 2012 That's the most convincing thing I've ever seen in CM. Amazing. 0 Quote Link to comment Share on other sites More sharing options...
Fuser Posted May 12, 2012 Share Posted May 12, 2012 That's the most convincing thing I've ever seen in CM. Amazing. +1 ( aligning of textures in the corners is brilliant, no repetitive patterns either and blends perfectly with the terrain) 0 Quote Link to comment Share on other sites More sharing options...
Rake Posted May 12, 2012 Share Posted May 12, 2012 TaL... These are absolutely spectacular!!! With Aris' terrain and weathered vehicle mods, Mord's excellent work, Juju's UI and a host of other great mods/modders, buildings are the only thing missing from making the graphics in this game top notch. That said, I have a couple of questions pertaining to buildings in particular and modding in general. I hope I don't wind up hijacking the thread... Still working on them, here's the latest: First, has BFC ever answered the question of cover provided by different types of buildings? I know that building cover was improved with the release of v1.10, but has anyone ever determined if an obviously stone structure, such as the one above, provides more protection than the one below which looks to me to be more of a stucco treatment? Logically, a stone structure is going to stop more bullets and generally hold up to HE better than wood and plaster, but I've never been able to see if this is actually happening in the game. I don't recall BFC ever answering the question and don't remember seeing anyone having reported on tests of this sort. My second question has to do with Hi-Def mods. Is creating an HD mod simply a matter of increasing the resolution of the bitmap file, with possibly some sharpening and contrast adjustments, shadow enhancements, etc? I'm not really looking for an in-depth answer, just a little guidance in the right direction. I have a reasonably good grasp of Photoshop and I know how easy it is to spend hours and hours making adjustments, tweaking channels, blending and layering... I just don't want to waste those hours by wandering off on the wrong tangent. Thanks in advance for any help and, again, I apologize if I'm stealing this thread... Rake 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted May 12, 2012 Share Posted May 12, 2012 I can't answer the first question just because my CM time is usually modding related. But as far as the second question about hi-def (or Hi res in CMx1 days) I say it mostly has to do with the size of the bmps. The bigger the BMP the more detail that can be added to the textures. It's always been done by doubling or quadrupling the size of the file. And thanks for the compliment. Mord. 0 Quote Link to comment Share on other sites More sharing options...
Tanks a Lot Posted May 12, 2012 Share Posted May 12, 2012 @Rake: Thanks for the comments. For your 1st question, the material I used for the walls has no bearing on the toughness of a building, it's purely visual. I have no idea which building models might be sturdier than others, nobody told me, so I just make 'em however I want. About your 2nd question, I'm using the exact same resolution as the originals, actually, the upper window is lower than default texture. These buildings are from scratch, so the originals BMPs are only used to help find boundaries for doors, windows etc... Everything external is completely new except the gutters, and that's only because they don't play nice. I hope that helps. 0 Quote Link to comment Share on other sites More sharing options...
Rake Posted May 13, 2012 Share Posted May 13, 2012 I can't answer the first question just because my CM time is usually modding related. But as far as the second question about hi-def (or Hi res in CMx1 days) I say it mostly has to do with the size of the bmps. The bigger the BMP the more detail that can be added to the textures. It's always been done by doubling or quadrupling the size of the file. Yeah, I guess I knew that a bigger file would allow more detail. I played with some hi-def mods in CMx1; I just haven't looked into the file structure for CMx2 yet. I may play with enlarging a couple of files just to see how much more definition can be added (with some contrast, shadow/highlight adjustments and a touch of sharpening) without slowing the game substantially. Too, I would think that static objects that don't require a lot of redrawing wouldn't slow things down too much... then again, I don't know much about graphics programming. I suspect Aris could give me a hint And thanks for the compliment. You're welcome, neighbor. The work that all you mod guys do, just for the fun of it, is what makes the game special for me. The game itself is, for the most part, exceptional... mods are the coup de grâce. @Rake: Thanks for the comments. For your 1st question, the material I used for the walls has no bearing on the toughness of a building, it's purely visual. I have no idea which building models might be sturdier than others, nobody told me, so I just make 'em however I want. About your 2nd question, I'm using the exact same resolution as the originals, actually, the upper window is lower than default texture. These buildings are from scratch, so the originals BMPs are only used to help find boundaries for doors, windows etc... Everything external is completely new except the gutters, and that's only because they don't play nice. I hope that helps. I haven't looked at the building bmp's at all, so I wasn't sure whether you were retaining the facade type of the original or not. I'm sure I'm not alone when wondering about the difference in cover, if any, that's programmed into the game. CMx1 told you when you were in a heavy or light building. CMBN, not so much... unfortunate, because one could tell this right away if you could physically walk into the structure. "Desperately" awaiting release of your building mod. This should put the finishing touch on the graphics for me. Thanks for the replies. 0 Quote Link to comment Share on other sites More sharing options...
patboy Posted May 21, 2012 Share Posted May 21, 2012 I hope you are patient, because it takes me a long time to do each building. I'll try to keep the range of wall coloring for most buildings fairly limited for consistency, but it will mostly be between gray and yellow, so there should be some room for different shades. I look forward to seeing an overview of the buildings completed! 0 Quote Link to comment Share on other sites More sharing options...
patboy Posted May 21, 2012 Share Posted May 21, 2012 Uploaded with ImageShack.us 0 Quote Link to comment Share on other sites More sharing options...
Fuser Posted May 21, 2012 Share Posted May 21, 2012 They sure look good patboy! 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted May 22, 2012 Share Posted May 22, 2012 VERY nice, all you guys are doing some great stuff! Mord. 0 Quote Link to comment Share on other sites More sharing options...
Hister Posted May 22, 2012 Share Posted May 22, 2012 Sweet - very authentic. 0 Quote Link to comment Share on other sites More sharing options...
Earl Grey Posted May 22, 2012 Share Posted May 22, 2012 Yes, very awesome. Would I had time for such things. 0 Quote Link to comment Share on other sites More sharing options...
Tanks a Lot Posted May 22, 2012 Share Posted May 22, 2012 Lookin' good, patboy. 0 Quote Link to comment Share on other sites More sharing options...
patboy Posted May 23, 2012 Share Posted May 23, 2012 Lookin' good, patboy. Thanks a lot!!! Lol !!! I'm wondering if you're redoing interior buildings? 0 Quote Link to comment Share on other sites More sharing options...
Tanks a Lot Posted May 23, 2012 Share Posted May 23, 2012 Thanks a lot!!! Lol !!! I'm wondering if you're redoing interior buildings? No, I'm not much of an interior decorator. Doing the exterior is good enough for me. 0 Quote Link to comment Share on other sites More sharing options...
Franko Posted May 26, 2012 Share Posted May 26, 2012 Where the heck are these? i'm dying over here! Release! The stock buildings look like Disneyland. 0 Quote Link to comment Share on other sites More sharing options...
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