Popular Post MajesticSausage Posted January 4, 2020 Popular Post Share Posted January 4, 2020 I used to do 3D modelling full time a while ago but I changed career so I've been out of practice for a while and I wanted to get back into it with a little hobby project. And I figured why not produce something for RenX since I play it so much and love the community here. I noticed a lot of Tiberian Sun themed maps recently and it's my favourite entry in the CNC series for I thought I'd start there. Enter the NOD WF Currently I just have the model. I need to do a collision mesh for it. Texture it, animate the vehicle bay door and then properly set it up in game with lighting, sounds, particles. MCT, terminals and vehicle spawning. PHEW 6 4 Quote Link to comment Share on other sites More sharing options...
MajesticSausage Posted January 4, 2020 Author Share Posted January 4, 2020 Quickly plopped it into the SDK so you get an idea of the size. 3 Quote Link to comment Share on other sites More sharing options...
MajesticSausage Posted January 4, 2020 Author Share Posted January 4, 2020 (edited) For comparisons sake. I tried to make it closer to the concept art than in game which is a bit boxier. I took a few liberties here and there and obviously added doors. Edited January 4, 2020 by MajesticSausage typo 5 Quote Link to comment Share on other sites More sharing options...
Former Developers Havoc89 Posted January 4, 2020 Former Developers Share Posted January 4, 2020 Looking cool! Keep going, very interested to see this go through. 4 Quote Link to comment Share on other sites More sharing options...
MajesticSausage Posted January 4, 2020 Author Share Posted January 4, 2020 (edited) 1 hour ago, Havoc89 said: Looking cool! Keep going, very interested to see this go through. Thanks! I'll keep plugging away at it Edited January 4, 2020 by MajesticSausage 1 Quote Link to comment Share on other sites More sharing options...
Mystic~ Posted January 5, 2020 Share Posted January 5, 2020 The model looks good, it's really detailed; I bet texturing it is going to be hard work. I could see people supporting this being included into maps like Complex, Tomb, Tunnels or maybe Walls?... where vehicles have a habit of being destroyed as soon as they land. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted January 5, 2020 Totem Arts Staff Share Posted January 5, 2020 Very awesome!! As @Mystic~ said, could be used as an interesting alternative to the airfield (even if cannotically it makes no sense). Or could be used in a new map similar to how Crash site has the building... And it could only produce TS recon bikes, buggies and tick tanks 2 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Nexus51325 Posted January 6, 2020 Totem Arts Staff Share Posted January 6, 2020 It look so damn cool, I really hope that mappers will be able to put it on some maps ! 2 Quote Link to comment Share on other sites More sharing options...
MajesticSausage Posted January 6, 2020 Author Share Posted January 6, 2020 Thanks every one the response has been really positive! I've been playing around with the collision mesh. Because of the slightly more organic design or the building it's proving a bit trickier than just using simple box colliders so I've been playing around with a convex hull decomposer plug-in and some manual tweaking. It's coming along fairly well but I think I can simplify the collision mesh a hell of a lot more (I might just use the plug-in for the exterior and manually do the interior with more basic boxes) and there's an issue with the front of the WF being claimable by infantry. 01.mp4 2 Quote Link to comment Share on other sites More sharing options...
Mystic~ Posted January 6, 2020 Share Posted January 6, 2020 Quote ...and there's an issue with the front of the WF being claimable by infantry. Just add a ladder. ...but seriously, if aircraft and infantry drop on top, how are Nod going to be able to disarm beacons? I can't be fair to let Nod do this, but not let GDI do the same. Thanks for doing a video, bet you could have some good internal fights in there, would be great if there were more buildings that had something more than just a single room with an MCT terminal. I'm guessing now all those large amber/red lights are because you have the model on top of the runway? Could place a key internal light in your design that flashes to suggest keep clear, pending tank build and you'll be crushed if it's anything like the GDI war factory. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted January 6, 2020 Totem Arts Staff Share Posted January 6, 2020 Well like I always say. Take your time, don't feel you need to rush. Better to do a job well done, and it can be used well for a long time, vs a rushed job that someone would need to fix later... 1 2 Quote Link to comment Share on other sites More sharing options...
MajesticSausage Posted January 7, 2020 Author Share Posted January 7, 2020 17 hours ago, Mystic~ said: Just add a ladder. ...but seriously, if aircraft and infantry drop on top, how are Nod going to be able to disarm beacons? I can't be fair to let Nod do this, but not let GDI do the same. Thanks for doing a video, bet you could have some good internal fights in there, would be great if there were more buildings that had something more than just a single room with an MCT terminal. I'm guessing now all those large amber/red lights are because you have the model on top of the runway? Could place a key internal light in your design that flashes to suggest keep clear, pending tank build and you'll be crushed if it's anything like the GDI war factory. Yeah, well I was going to do a flying version like the existing building but I'll haave a think about it. That's a good idea about the warning light. Quote Link to comment Share on other sites More sharing options...
Former Developers Havoc89 Posted January 7, 2020 Former Developers Share Posted January 7, 2020 Looks good. Seems a bit big. Like 2-3 hand of nod. Also take into consideration renx map sizes plus vehicle sizes. I'd recommend making the building as small as possible. GDI WF as a good example. The bay just fits a mammoth tank. 1 Quote Link to comment Share on other sites More sharing options...
MajesticSausage Posted January 8, 2020 Author Share Posted January 8, 2020 12 hours ago, Havoc89 said: Looks good. Seems a bit big. Like 2-3 hand of nod. Also take into consideration renx map sizes plus vehicle sizes. I'd recommend making the building as small as possible. GDI WF as a good example. The bay just fits a mammoth tank. Yeah I know what you mean It's been tricky trying to get the size down but you're right I think I can make some economies around the vehicle bay. Quote Link to comment Share on other sites More sharing options...
MajesticSausage Posted January 8, 2020 Author Share Posted January 8, 2020 Pulled the proportions in quite a lot. It's still a little larger than the WF due to the tapering of the building design. I think if I go any further than this though it's going to start losing its shape. 4 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted January 8, 2020 Totem Arts Staff Share Posted January 8, 2020 I think that new size is great. I mean all things considered, the currently Air Strip for Nod, plus the Air Tower, take up a ton of space! But Havoc is right, I think keeping the building at a reasonable size near the GDI war factory is a good idea. 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.