new art in progress

KrugerPritz produced a nice reskin of the HumVee. It is supposed to be a somewhat different vahicle (A italine humVee Remake so it seems :lol:) but it is close enought and i.e. the Darker texture i like better than the original Hummer, which is a bit plain.
http://forums.civfanatics.com/showthread.php?t=283429
Spoiler :
attachment.php


@Chuggie - perhaps you can just upload the mesh, i can rig it on the bike in my source-files quite easily.

If you want to use it, i will pin shaders and teamcolor on it (And probably remove the italina flag :p).
 
Very cool ship. My feel however is, it does look a bit ancient for this context. Maybe with some kind of reskin (Empry barrel ponton instead of those tree logs ?)
 
I really have to force myself to watch "Waterworld" one of these days. I am currently using the modern workboat, and I see the AI using these once in a while to scout. So it would have to fit with that. I definitely do not want any ocean-going units, but maybe some kind of motorboat would fit the theme. I would probably add one or two maritime techs, making coastal starts less sucky and enabling river based trade routes. It would be worthwhile, but it's not a high priority right now.
 
I have updated the unit request post, #2 in this thread. But, I wanted to draw special attention to defensive buildings, now that we have "safety".

I love seZereth's barricade, barbed wire. It shows up on the depot also. I made an attempt to make "rusty walls" but I only reskinned the ancient wall and it doesn't look right.

In 0.8, I have added a Great Protector building, and I have re-used the Citadel building for now but the rock walls look wrong. I added a low level safety building, Watchtower, with a decent button (images.google.com "watchtower" for concepts), but the graphic I used is a rescaled version of the "post" in the barricade. And the AI sometimes builds forts, which also don't look right.

So, any takers for a post-apocalyptic citadel, better walls, watchtower building, fort?
 
I believe i have fixed the xity set issue (those disappearing textures).

The cause was, the structure in the used Nif not matching the one defines in CityLSystem (LSystem refering to an_eu.nif - the original habing 18 buildings, while the ruined one only brought 15 - so 3 buildings were missed (and 5 or so others had different names)). Referring to those buildings apparently caused the whole thing to mess up.

I reorganized the nif, so it has the same building-node names like the original an_eu.nif, so the XML should match now. Had to add 3 buildings (duplicated those i liked the most, with some texture variation).

In my test-saves the no texture and mixed up shadows issues are now gone on Cities and Cottages. But i only had 2 saves showing the issue, so i might have missed one.

Below the modified nif. Textures not included, as i dis not change those.
 
Excellent! I will try it out. It is possible the original author intended the nif to be paired with a different vanilla nif, and it is only by coincidence that my pairing worked at all. It "would have been nice" if the game engine had displayed some kind of message about that.
 
I think it was probably based of another era - not all vanilla nifs hava the same layout. Or maybe the mod where it originally was made for used custom LSystem definitions.
But, yea a message about something beeing missed would have been good :-S
 
had a bit time to start with a new unit (with tankbuster in my head :lol: ), What do you think, atm it´s more a 3D design study, shall i complete it.

in short, the idea behind this: an retired technic tank sergeant rebuild his muscle car after the apocalypse with some parts of a tank from his old barracks.

Edit: pic removed
 
That looks cool! One of the most common unit requests for post-apocalypse, even before I started the Fury Road mod, is the actual Interceptor from the movies. There is a bunch of concept art already linked around here, or I can point you at it.

Refar had started working on a set of linked utility trucks, really one truck with a bunch of different weapon mounts. I have code all working to swap unit art based on promotions.

So, a car without any weapon would be cool as a fast scout. A smaller gun would work, and a Big F*cking Gun would be great for tankbuster.

I can definitely use it!
 
ok finished the unwrap, now the question what should be the basic colour, imo black should be reserved to the true interceptor, started here with blue, for the tankbuster itself i didn´t planed windows, more something like metal plates with observation slits

any ideas what should be changed on the model? shall have the general version a transparent windows (so that i must model the inside) or not?

i´m confident that i can add an easy animation, but if you want a really cool one, i think you must ask refar

Edit: pic removed
 
refar's ute has a pretty good color scheme, with teamcolor as a stripe along the sides. Rusty and dirty is the post-apocalyptic ideal. Most of the bad guys in "Mad Max" had simple motorcycle helmets, so not much internal detail is needed.
 
I would make it have less glass - i.e. the glass on the roof. While looking cool, glassy parts are harder to texture and also make less sense on a para-military unit. Cover it with plates, as you said, might be a possibility as well.
 
tried to model close to the original and on the reference pics it had this glas parts on the roof, as i started i only had tankbuster in my head and already a skin concept (metal plates instead of glas), i didn´t expected the model has also a more general use. The tankbuster skin a step closer to finish, not completely satisfied, still want a firebird on the car (the rust will not get better, as long i don´t get an advice how to do). Any advices what can i do to optimize the texture?

For the more general model i have an idea for the skin (instead of glas a net like racing cars have, i think that i could paint, i don´t think that i will be able to paint a good glas texture), but will have to wait, i hope i can finish this model before my holiday break.

And btw found a nice 3 side view form the interceptor, so expect a model after my break
 

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It does not look bad. But i would sugest changin the shade of blue (a bit lighter) - this pure, higly saturated blue has the tendency to "chew up" texture detail.

On rust - what i usually do is put a layer of rust (from photo reference) over the texture and then delete from that layer areas i do not want rusty with a soft eraser brush.

Here's the rust raw material i used on the UTE:
 
For the more general model i have an idea for the skin (instead of glas a net like racing cars have, i think that i could paint, i don´t think that i will be able to paint a good glas texture), but will have to wait, i hope i can finish this model before my holiday break.

And btw found a nice 3 side view form the interceptor, so expect a model after my break

Looking good! The interceptor is definitely the most-requested, but having good unique units like the ULF you did before, and this tank car definitely adds a lot.
 
Maybe have its color match its civ color?

It does not look bad. But i would sugest changin the shade of blue (a bit lighter) - this pure, higly saturated blue has the tendency to "chew up" texture detail.

On rust - what i usually do is put a layer of rust (from photo reference) over the texture and then delete from that layer areas i do not want rusty with a soft eraser brush.

Here's the rust raw material i used on the UTE:
 
I looked the thread through and I do not see any words about asioasioasio's modern buildings and others.
I'm pretty sure you've already found them because they are on the second page, but if you didn't for some reason:
http://forums.civfanatics.com/showthread.php?t=269849

Awesome "slimy" oceans by Sarke. They really look like evil/polluted ones.
http://forums.civfanatics.com/showthread.php?t=198140
He made it for his post-apocalyptic mod which was unable to go anywhere far (sadly).

Vehem's industrial revolution.
http://forums.civfanatics.com/showthread.php?t=268489
(it has much more than 3 buildings, those are just for example)

Modern granary by Chamaedrys.
http://forums.civfanatics.com/showthread.php?t=184926
Refinery by Chamaedrys.
http://forums.civfanatics.com/showthread.php?t=227616

C.Roland's solar plant.
http://forums.civfanatics.com/showthread.php?t=164688

Coca plants (as a resource suggestion).
http://forums.civfanatics.com/showthread.php?t=196254

Asioasioasio's nuclear silo and Grave's Area 51 would be nice "lost" unique terrain landmarks in you need them.

Woodelf's apartment buildings.


Fusion plant.
http://forums.civfanatics.com/showthread.php?t=181918

Modern harbor.
http://forums.civfanatics.com/showthread.php?t=184760

Pows camp.
http://forums.civfanatics.com/showthread.php?t=183041

Sevo's gas pipeline.
http://forums.civfanatics.com/showthread.php?t=172478

Jojoweb's silo.
http://forums.civfanatics.com/showthread.php?t=170049

Artificial lake
http://forums.civfanatics.com/showthread.php?t=169179
(may be a Wonder in the post-apocalyptic wastelands)

Combat vehicle by Rabbit, White.
acvshot15ej.jpg

http://forums.civfanatics.com/showthread.php?t=165591

Sorry for cluttering the thread if it's something you've already found, I just did it to make sure that you have everything you need and more.
I'm very glad that this mod is going so well (it's a pity to watch other fantasy/sci-fi projects to go slow/stay idle) and I'm very glad that you have Refar, seZereth and other best of the best animators/modellers/modders here to help.

I'll try to dig more content on external sites and to ask if I could use them if I find something interesting for you.
 
I looked the thread through and I do not see any words about asioasioasio's modern buildings and others. [...]
Awesome "slimy" oceans by Sarke. They really look like evil/polluted ones.
Woodelf's apartment buildings
I'll try to dig more content on external sites and to ask if I could use them if I find something interesting for you.

Thanks for doing the research. I had looked through the download forum a while ago and I had found most of these. Some of them are already in the game, such as the modern granary and refinery by chamaedrys; I hope the list in the "credits" section of my documentation is complete.

I saw the slimy oceans. I didn't want to make the entire ocean like this. One of the ideas I had was to make the rivers downstream of ruins polluted and then have a "bloom" into the ocean which is also polluted, and make sure that the polluted water does not count as fresh or yield any food. Then some players could clean the rivers and oceans to make them productive again. I couldn't figure out how to do two kinds of river graphics, however, so I put that idea on the back burner.

I'm not sure I had seen the apartment buildings, or I didn't notice at the time. Geomodder is working on some new xml/nif for city ruins, and these buildings might go into them fairly nicely. These buildings are related to the ruined city set, also by woodelf, which is the basic city graphic I'm using.

Any off-site stuff you find references to (which can be used in civ) would be very helpful.
 
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