Redesign of all HQ and support factories
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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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@Nomander Hi, and thanks again for your tip. I've been browsing the FAF's Github again and now I understand the function a bit. ^^. Unfortunately, it's not really my strong suit. But hey, here's a little update on the Mercury Pool for Aeon's T3 ships.
For testing purposes, I also incorporated the customization into the standard mod. Here are a few pictures of the customization so others can see what I meant






That's it from me for now. See you soon

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Hi, I'm currently finishing the Seraphim. I'm keeping most of the current models. However, a few adjustments are necessary to make the animations for the conversion work. First, here's the Water
Factory.The markers are intended to draw focus to the changes.


Feel free to tell me your opinion.
I also have a small request. Could someone with experience take a look at the blueprint? I can't find the error why the death animations in the unit T1 don't play when the shipyards are destroyed
I'd appreciate any advice.While I wait for an answer, I'll take a look at Seraphim's Land and Air. Maybe I'll find the error again along the way .
Well, anyone who wants to can test it out in the update.
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