Ravendark 46 Posted February 2, 2016 So i've been having writers block when it comes to getting stuff done in my mod lately. So in a act of rebellion to my writers block i did a quick and dirty remake of the tiberium crystals for my mod. I want/need white tiberium for my mod story wise. So i thought about doing a quick and dirty job just to get some progress even if it was only for experimentation sake. I didn't expect the white tib to look as decent as it does, the glow effect on it kinda worked out nicely for it. For something which is basically a first draft it looks rather convincing...the color white worked better then i hoped. Getting this transformers energon vibe from it imo. So any thoughts on how it looks? The model isnt that great, i cranked it out faster then a micro wave pizza... Share this post Link to post
Egozi44 28 Posted February 2, 2016 (edited) Look nice for unique crystals that are supposed to be different from the other two, the shape is well... look nice and at the same time look a bit off but it depend what You want to do with it, If you wanted the crystals to look unique from the rest then that shape is a good start or maybe finish line if you too lazy I think you should change the field steam to white as well if possible Also how you made the model? max? Edited February 2, 2016 by Egozi44 Share this post Link to post
Ravendark 46 Posted February 2, 2016 Ye done in max ofc. The idea is to have it look more artificial. Lore wise for my mod, the crystals are more or less man made. An experiment on a unknown substance they found on a meteor. They tried to replicate the crystal growth and its ability to absorb rare earth elements and heavy metals. But like anything good sci fi the experiment when bad, basicly blew the research lab sky high and saturated the mineral layers beneath with the (in contrast to the original tiberium universe) mutated/created white crystal version. So i want the crystals to look more man made, like they were designed in a lab. More perfect shapes, less organic look, while still behaving more or less in the same way. I am looking for that hexagonal shape, that sweetspot between a mechanical hexagon and a organic beehive patern. Like i said the model is meh, but i like how the colors and lighting effects come across. Share this post Link to post
Egozi44 28 Posted February 2, 2016 (edited) Nice backstory The crystal's shape look more or less good for artificial tibirum imo, maybe a bit more touch is needed but if you compare it to normal one you can see it look less raw and the nice glow effect make it look like it made from similar yet different mineral/material Maybe you should try to make another model and make the field to spawn them both (if it pissible) so the entire field will look artificial but not completely alike Also I think there was some small geyser effect (on kw vein SP or somewhere in ra3, and I don't mean to the cracking texture from the vein) Maybe you could add that small effect to the crystal and make it appear once you shoot on it so it will show signs of instability (just make sure to make it white if you plan to do so) another idea that popped in my head was to make that unstable crystal to spawn white fog once it being destroyed to limit visibility for a few minutes, but that up to you and depend if you really want to add to it any tactical use or any uses at all, I just throwing ideas xD Edited February 2, 2016 by Egozi44 Share this post Link to post
Madin 11 Posted February 2, 2016 Lower the density of the cluster. At most I think you should have no more than double the triangle count of standard tiberium. Share this post Link to post
Ravendark 46 Posted February 2, 2016 Lower the density of the cluster. At most I think you should have no more than double the triangle count of standard tiberium. Ye lets not mention that I updated my model and i'm still around triple the count of normal tiberium :\ Kind of a shame i'm liking how its starting to look, but tib can easely become a processing nightmare on large maps. Share this post Link to post
Ravendark 46 Posted February 2, 2016 Anyone know if its possible to have tiberium have collision rules? Been fiddling with some kindofs and geometry so i can have the crystals act like they got mass and you can't just run over them(my models are slightly higher then the vanilla crystals so it looks weird if a vehicle just rolls through them) but nothing seems to work, removed the no collide kindof, bumped its geometry up etc. Does the TIBERIUM Kindof overrride those? Share this post Link to post
PurpleGaga27 40 Posted February 2, 2016 I was thinking of adding red tiberium (that really explodes with tiny splash damage when destroyed by weapons), gold ore and gemstones in addition to green and blue tiberium. But as for ore and gemstones they have to be treated as Tiberium. Share this post Link to post
Ravendark 46 Posted February 2, 2016 (edited) I was thinking of adding red tiberium (that really explodes with tiny splash damage when destroyed by weapons), gold ore and gemstones in addition to green and blue tiberium. But as for ore and gemstones they have to be treated as Tiberium. Planning on doing the same. not as much a full red tiberium, but more along the line of a red or dirty yellow/orange scrolling texture, something to accentuate it absorbed some highly volatile element/heavy earth element. which makes it more valuable as well. Was planning on using a combination of fanatic and catalyst effect code for the volatility: <FireWeaponWhenDead id="ModuleTag_FireWeaponWhenDead" InitiallyActive="true" DeathWeapon="NODFanaticDeathBomb"> <DieMuxData DeathTypes="DETONATED EXPLODED BURNED LASERED" /> <WeaponFireProbability DeathType="BURNED" ChancePercentage="80" /> <WeaponFireProbability DeathType="EXPLODED" ChancePercentage="100" /> <WeaponFireProbability DeathType="LASERED" ChancePercentage="20" /> <!-- always fire from a detonation --> <WeaponFireProbability DeathType="DETONATED" ChancePercentage="100" /> </FireWeaponWhenDead> just to give it a random explosion chance and not a 100% chain explosion effect. Couple that with the mothership's catalyst effect and let it propagate to nearby crystals. Should work nicely in theory. For your gem and ore, in theory you can add as many different tiberium based objects as you like. They will all be treated the same tho. Iirc there is a possibility for a secondary resource source, but not sure if that still works as its a left over from BFME, you could harvest gold and trees there iirc. Edited February 2, 2016 by Ravendark Share this post Link to post
Lauren 78 Posted February 2, 2016 Gold was produced by buildings which are basically tiberium spikes. Trees give the same resource, just differently (works have to kill trees with a special weapon type to make the resource accessible and then a harvesting mechanic ala tiberium is used) RA3 had actually multiple resource accounts, but it's either just not used by the UI or never been properly implemented. Share this post Link to post
Ravendark 46 Posted February 2, 2016 Slightly updated, with a test version of "amber" colored crystals and fx. And abit of dicking around to see how my fps tanked or not. Stayed rather stable on my system. Still will optimize over time but i am kind of satisfied with the look and feel of it so far. Share this post Link to post
Prodigy 3 Posted February 3, 2016 these are the tiberium types i use in my mod. 1 Share this post Link to post
Ravendark 46 Posted February 4, 2016 (edited) Those tiberium are so shiny! There is a reason why the cool harvester drivers with sunglasses at night! Edited February 5, 2016 by Ravendark Share this post Link to post
TaxOwlbear 20 Posted February 5, 2016 There is a reason why the cool harvester drivers where sunglasses at night! Damn, now I want somebody to mod that into the game as an SFX. Share this post Link to post