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Art direction and aesthetics


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#21 Centurian128

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Posted 27 February 2014 - 01:08 PM

I like it, could have it as a fully autonomous titan that roams the map randomly attacking the factions, it would be impervious to all forms of attack so..........................how about the only way to stop it or hurt it would be something unusual like feed it deuterium or buy it gifts, construct a massive spacestation mirror to distract it with its own vanity, lure it into the path of your enemies with tasty treats or even destroy it by blasting it with a fleet of sound speaker ships playing Rick Roll'd YT vids.

Two words: Random Event. Specifically the "Mad Vasari Titan" event.

 

http://sinsofasolare...ad_Vasari_Titan


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#22 aeon

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Posted 01 March 2014 - 08:11 PM

Welcome to the forums, Aeon. I'm pretty sure I've seen you lurking about Moddb.

 

To address your questions/concerns:

-The darkness of the models is a admitted problem, but it's something that's exacerbated by the Rebellion shaders and the lack of proper lighting maps on some of the older ship models that are our worst offenders.

 

Nice video, though.

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what if you choose a different colour for the models, a little more bright one?

 

If this is not possible -too time consuming for example- then how about changing/adding more background images for the maps with bright and vivid elements on them (like spiral galaxies, nebulas etc) that will help pointing the ships better visually.?

 

 

 

*

main menu suggestion style

 

 

1965696_266052306889875_1079281739_o.jpg



#23 Crisiss

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Posted 02 March 2014 - 02:31 AM


3) The battle effects look good, but maybe you can add more fireworks to make the battles more enjoyable even when you are losing the. I dont know how to describe it better, but if you see this video you will understand what i mean:

Everyone likes big explosions and capital ships that when they fall have a nice slow dramatic animation followed by a massive explosion from their reactors.
At the current phase, the covenant/unsc ships are getting destroyed with a 2 second explosion like they are made from plastic.


I like the bigger explosion idea, would show off the low (relative) payload of the archer missile, which is canon friendly. Unleash a salvo from an assault ship early game, and the ship you are bombarding lights up like a christmas tree. "Fuck yeah I just lit that thing up." As the holocaust of fire and steel dies down, you discover you didn't even get through it's shields.

And then it plasma torpedoes the shit out of you and you subsequently rage.

Nothing happens to anybody which he is not fitted by nature to bear - Marcus Aurelius

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#24 D4RKST0RM99

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Posted 02 March 2014 - 03:03 AM

I like the bigger explosion idea, would show off the low (relative) payload of the archer missile, which is canon friendly. Unleash a salvo from an assault ship early game, and the ship you are bombarding lights up like a christmas tree. "Fuck yeah I just lit that thing up." As the holocaust of fire and steel dies down, you discover you didn't even get through it's shields.

And then it plasma torpedoes the shit out of you and you subsequently rage.

been their, done that :D



#25 D4RKST0RM99

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Posted 02 March 2014 - 03:08 AM

what if you choose a different colour for the models, a little more bright one?

 

If this is not possible -too time consuming for example- then how about changing/adding more background images for the maps with bright and vivid elements on them (like spiral galaxies, nebulas etc) that will help pointing the ships better visually.?

 

 

 

*

main menu suggestion style

 

Spoiler

 

Provided this menu used the game engine it would be nice to have an enemy ship slip periodically in off camera and watch the SMACs open fire.



#26 SPECTRE

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Posted 02 March 2014 - 09:42 AM

On topic, Ships are hard to see. 

Lighter, brighter skyboxes, current ones might be colourful, but they are in no way light.

This may solve the problem, and if still doesn't work then re texture and re colour of models may be needed.


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#27 Zero

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Posted 02 March 2014 - 02:40 PM

As I said before the ship textures look to be fine, the issue stems from a lack of hard edges on the models and poor specular maps. The specular maps especially need an upgrade because that's what causes light to reflect off surfaces and right now it doesn't unlike the Covenant textures I've done.
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#28 sloosecannon

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Posted 02 March 2014 - 04:01 PM

what if you choose a different colour for the models, a little more bright one?
 
If this is not possible -too time consuming for example- then how about changing/adding more background images for the maps with bright and vivid elements on them (like spiral galaxies, nebulas etc) that will help pointing the ships better visually.?
 
 
 
*
main menu suggestion style
 
 
[SNIP]


Don't think we can put ships/structures in the main menu...
#define true false
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#29 Rovert10

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Posted 02 March 2014 - 07:22 PM

Don't think we can put ships/structures in the main menu...

What...

When was the last time you played anything but SoTP?

 

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Do you even remember this image from our Moddb?

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#30 WarthogRacingMan3

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Posted 02 March 2014 - 08:43 PM

What...

When was the last time you played anything but SoTP?

 

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Do you even remember this image from our Moddb?

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Also don't forget the Star Trek Armada 3 mod...


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#31 sloosecannon

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Posted 02 March 2014 - 08:59 PM

What...
When was the last time you played anything but SoTP?
 

Spoiler

 
Do you even remember this image from our Moddb?
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Aside from modded planettypes (which both of those examples are). I mean ACTUAL ships or structures (like he said in his post)...
I'm aware you can make a planet look like a ship and add that to the mainmenu galaxy file, I mean having constructed ships/structures in orbit above the planet.
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#32 D4RKST0RM99

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Posted 02 March 2014 - 09:32 PM

Aside from modded planettypes (which both of those examples are). I mean ACTUAL ships or structures (like he said in his post)...
I'm aware you can make a planet look like a ship and add that to the mainmenu galaxy file, I mean having constructed ships/structures in orbit above the planet.

be nice even to have a mock battle going on in the BG so if u havent decided what u want to play you;d at least have something to watch :D



#33 Rovert10

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Posted 02 March 2014 - 09:40 PM

Aside from modded planettypes (which both of those examples are). I mean ACTUAL ships or structures (like he said in his post)...
I'm aware you can make a planet look like a ship and add that to the mainmenu galaxy file, I mean having constructed ships/structures in orbit above the planet.

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#34 sloosecannon

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Posted 03 March 2014 - 08:51 AM

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Fascinating. How would that be accomplished?
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#35 Rovert10

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Posted 04 March 2014 - 07:43 AM

Fascinating. How would that be accomplished?

Are you're going to continue to spout sarcastic bullshit at me or you're actually going to try to figure shit out?

It doesn't have to be exact copy of said concept.



#36 sloosecannon

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Posted 04 March 2014 - 07:56 AM

Are you're going to continue to spout sarcastic bullshit at me or you're actually going to try to figure shit out?
It doesn't have to be exact copy of said concept.


WTF?
That wasn't sarcastic. That was a real question. Sheesh dude, that's a bit of an overreaction don't ya think?
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#37 Rovert10

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Posted 04 March 2014 - 07:57 AM

WTF?
That wasn't sarcastic. That was a real question. Sheesh dude, that's a bit of an overreaction don't ya think?

It came off to me as really sarcastic as if you were trying to mock me.



#38 sloosecannon

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Posted 04 March 2014 - 08:02 AM

It came off to me as really sarcastic as if you were trying to mock me.

Well that wasn't the intention...

"Fascinating" - as in "Huh. I didn't know that. Cool".

Then I asked how to do it...
#define true false
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#39 SPECTRE

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Posted 04 March 2014 - 08:03 AM

<mucical chime> Internet misunderstandings. <ding>


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#40 Rovert10

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Posted 04 March 2014 - 08:49 AM

Well it wouldn't be the first time we had this situation with Sloose.

I should have expected it.






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