Redesign of all HQ and support factories
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Should I replace the block columns with round ones? But keep the black and white texture of the windows?
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Hello,
I've tried a couple of changes to the pillars and added them to the Re+FAF mod.
One with a plate-like shape:

and one with a round, white pillar:

Maybe someone else has another opinion on this. However, I like the version with the round pillars best. Unfortunately, I can't say when a particular type will make it into the main mod.
I have adjusted 3 of the 4 points that were agreed upon by BlackYps. Unfortunately, I have to disappoint you with the base plate; it remains raised.
Because I'd like to get started with the Cybrans.
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@Saver I think the black columns looked best, and the white pillars the least good. They look rather out of place to me, like they've salvaged some old Greek ruins for parts.
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@IndexLibrorum
Thanks for your feedback. And I agree, it looks like Greek columns ^^. I wanted to see how it would look in-game.I would repeat the first attempt with the black columns, this time making them a shape between square and round.
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I think this was one of my favorite factory models. While there are some inconsistencies, the model effectively conveyed the visual weight HQs should have, as they are one of the most important units you can build.
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Hello,
@Nory I can understand you, though; I liked the old model too.
Unfortunately, I don't see a good way to build from T1 to T3 without clipping or overloading the T1 stage. Therefore, I've distanced myself from the model.
But hey, I can't please everyone

Now, a truly final contribution to the Aeon Land Factory.
I've tried a lot, but due to my limited skills, the black columns remain. However, I've designed them even narrower.

I hope this is a small compromise.
The respective updates will follow on the FAF vault. -
@Nory Once I've finished the project, I'll take another look at this version and experiment with it. But I can't say when I'll try it.
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Here's my first version, recreating the old Cybran HQ similar to the original model.
This version doesn't contain any stretched textures, but it's also not quite as massive as the original.
Here are a few pictures for comparison.




The current model is now part of the mod Re+FAF.
I'll be working on the subsets in the coming days. I hope to present a playable version next weekend.
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Here are the HQ levels T1 - T2 - T3 including comparison pictures from the old mod models.




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Hey, as previously announced, the new Cybran Land factories can now be used.
For a better comparison, all models are included in both mods.
In addition to the adjusted components, the height of the mounting arms has also been slightly increased. Especially in the case of the T2, it was so low that units clipped through it. The LOD1 models and the flashing lights have also been adjusted. The flashing lights have been repositioned.
That's the current status for now.
Here are a few pictures, as usual, for easy comparison.


See you soon.
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Very nice work!
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This is amazing
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Hey,
Here's the update for the Cybran Air Factory. It's now more massive, but without the radio tower. I think it already looks good for a T3.
In this case, however, I had a good template from the core game. There was a component called Floating, which I used and retextured.
Here are a few more pictures for comparison. I hope you enjoy testing it again.




Thanks for all the positive feedback.
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By the way, a little insight for those unfamiliar with mods. Here are all the main files that had to be edited just for the Air Factory.

This is just a fraction of the work that goes into FAF. And now imagine the entire game. So, many thanks again to the FAF team. -
ok but these are just animations and meshes.
The real "fun" starts when you need to add functionality beyond what was originally programmed. I'm thinking the revamp of veterancy gain, from number of units killled to % of unit's mass worth killed. Now THAT's what I call work.
And its result is what, 1 file slightly modified? Nothing to see. But so much work, and such awesome QOL improvement. -
^^ I completely agree with you. It was only meant to serve as an example. However, a lot of work went into this project as well. Just think about how much time the creators of these amazing AIs had to put in. But I think every user should just get a hint or a sense of the effort.
By the way, the Cybrans' water factory is also in development. But unfortunately, I can't promise whether there will be another update this weekend.
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Hello everyone, here's my first attempt at the Cybran Water Factory. I find the basic T3 HQ model to be okay, so I only added two indicators. The support factories were influenced more.
All factories have received taller control towers. Additionally, the floating section has been removed from the T1 model, which only appears again on the HQ models.
The support factories have received ventilation elements on the main body to more easily distinguish between T2 and T3 when viewed from above. Other components on the decks that were only present on the HQ models have been removed.
Here are the pictures for comparison.









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I really don't think that the factories should look like giant office buildings with tiny windows. The Harbinger doesn't look like a giant walker in game. Just another big tank. I think the tiny windows should all together be removed from the texture. Or even the windows should be larger as in a large room overlooking the construction process. Like you see in airports overlooking the airliners docking and so on.
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Hey, I understand your point. However, changing the texture is neither within my current capabilities nor was it my intention, as the models should remain close to the base game.
FAF

Mod

If I were to enlarge the texture so that the windows become larger, the textures would also suffer significantly in terms of appearance. Here's an example.

If I misunderstood your feedback, please feel free to contact me again.
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