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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Redesign of all HQ and support factories

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    • SaverS Offline
      Saver
      last edited by

      Here are the HQ levels T1 - T2 - T3 including comparison pictures from the old mod models.

      2091aa82-f01a-4099-9f18-50bcf82a7384-image.png

      dedd6e7b-9369-40aa-8b19-d0f9aa01c4e7-image.png

      6bb8999e-2fb9-49fc-a0a2-3c18b1c76907-image.png

      fef86209-4c70-4d27-ab7e-7fe2c77b74c9-image.png

      auch mal fünf gerade sein lassen

      1 Reply Last reply Reply Quote 1
      • SaverS Offline
        Saver
        last edited by

        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.

        1.jpg
        2.jpg

        See you soon.

        auch mal fünf gerade sein lassen

        1 Reply Last reply Reply Quote 2
        • K Offline
          Katharsas
          last edited by

          Very nice work!

          1 Reply Last reply Reply Quote 0
          • H Offline
            HotCheeseInRear
            last edited by

            This is amazing

            1 Reply Last reply Reply Quote 1
            • SaverS Offline
              Saver
              last edited by

              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.

              5.jpg 6.jpg

              1.jpg
              2.jpg

              3.jpg 4.jpg

              Thanks for all the positive feedback.

              auch mal fünf gerade sein lassen

              1 Reply Last reply Reply Quote 1
              • SaverS Offline
                Saver
                last edited by

                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.
                f353faa6-c75e-43c9-b84d-5be289be4700-image.png
                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.

                auch mal fünf gerade sein lassen

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                • DDDXD Offline
                  DDDX
                  last edited by

                  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.

                  1 Reply Last reply Reply Quote 0
                  • SaverS Offline
                    Saver
                    last edited by

                    ^^ 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.

                    auch mal fünf gerade sein lassen

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                    • SaverS Offline
                      Saver
                      last edited by

                      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.

                      2.1.jpg
                      2.2.jpg

                      3.jpg
                      4.jpg

                      5.jpg
                      6.jpg

                      7.jpg
                      8.jpg

                      9.jpg 10.jpg

                      auch mal fünf gerade sein lassen

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                      • SaverS Offline
                        Saver
                        last edited by

                        1.jpg
                        2.jpg

                        auch mal fünf gerade sein lassen

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                        • QuantumTyphoonQ Offline
                          QuantumTyphoon
                          last edited by

                          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.

                          SaverS 1 Reply Last reply Reply Quote 0
                          • SaverS Offline
                            Saver @QuantumTyphoon
                            last edited by

                            @QuantumTyphoon

                            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
                            1.jpg
                            Mod
                            2.jpg

                            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.
                            3.jpg

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

                            auch mal fünf gerade sein lassen

                            1 Reply Last reply Reply Quote 2
                            • SaverS Offline
                              Saver @Nomander
                              last edited by Saver

                              @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 😉

                              1.jpg
                              2.jpg

                              3.jpg
                              33e9478a-1416-42ff-ad3a-edf491bf6367-image.png
                              5.jpg

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

                              auch mal fünf gerade sein lassen

                              1 Reply Last reply Reply Quote 2
                              • SaverS Offline
                                Saver
                                last edited by Saver

                                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.
                                4f909397-1c3a-412b-9ed1-86d3725644f7-image.png
                                836d2327-df7b-4415-a84b-76494de8ca89-image.png

                                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.

                                auch mal fünf gerade sein lassen

                                SaverS 1 Reply Last reply Reply Quote 3
                                • SaverS Offline
                                  Saver
                                  last edited by Saver

                                  LOD 1 models

                                  3d76f172-4d78-4227-922e-d1083f2517c3-image.png

                                  auch mal fünf gerade sein lassen

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                                  • SaverS Offline
                                    Saver
                                    last edited by

                                    Here's the penultimate factory.

                                    The Seraphin Air Factory.

                                    Unfortunately, I had to modify the factory more. Why? Well, it's because of the flying base platform and the flying elements that would randomly stop during updates, thus destroying the semi-structure of the template. To stay similar to the basic image of the HQ factory, I copied two elements and permanently attached them to the factory. Additionally, I added the lower construction spotlights to the main platform, which are intended to emphasize the quick distinction between the HQ and support factories. Here are the pictures for comparison. I hope this model will also be viewed positively. If not, feel free to give your suggestions.

                                    3.jpg
                                    1.jpg

                                    2.jpg

                                    4.jpg

                                    So then, off to the final spurt with the Seraphim Land 👽 👩‍💻 👨‍🏭

                                    auch mal fünf gerade sein lassen

                                    1 Reply Last reply Reply Quote 2
                                    • SaverS Offline
                                      Saver
                                      last edited by Saver

                                      So now, here's the final factory. Seraphim Land. The changes are quite minor. A tweak to the texture and animations for all factory variants. Here are the pictures, as usual.

                                      3.jpg

                                      1.jpg

                                      4.jpg

                                      2.jpg

                                      What am I going to tackle now? First, I'll check the error in the Sera Water Factory again. Then I'll take another look at the Aeon Land Factory. If you have any feedback for other factories, please let me know.

                                      So, that's it for now.

                                      I hope all users have fun 🙂

                                      auch mal fünf gerade sein lassen

                                      1 Reply Last reply Reply Quote 2
                                      • QuantumTyphoonQ Offline
                                        QuantumTyphoon
                                        last edited by

                                        Please. Unwrap the model. I can make the textures. Simple.

                                        SaverS 1 Reply Last reply Reply Quote 1
                                        • SaverS Offline
                                          Saver @QuantumTyphoon
                                          last edited by

                                          @QuantumTyphoon

                                          Hello, if you'd like to rework the texture, I'd be happy to.

                                          The mod is uploaded to FAF - version 26.

                                          But be careful, I always refer to the FAF albedo, normals, and spectral in all unit blueprints.

                                              Mesh = {
                                                  IconFadeInZoom = 130,
                                                  LODs = {
                                                      {
                                                          LODCutoff = 200,
                                                          LookupName = "/textures/environment/Falloff_seraphim_lookup.dds",
                                                          Scrolling = true,
                                                          ShaderName = "Seraphim",
                                                          AlbedoName = "/units/xsb0101/xsb0101_albedo.dds",
                                                          NormalsName = "/units/xsb0101/xsb0101_normalsts.dds",
                                                          SpecularName = "/units/xsb0101/xsb0101_specteam.dds",
                                                      },
                                                      {
                                                          LODCutoff = 500,
                                                          ShaderName = "Seraphim",
                                                          AlbedoName = "/units/xsb0101/xsb0101_lod1_Albedo.dds",
                                                          NormalsName = "/units/xsb0101/xsb0101_lod1_NormalsTS.dds",
                                                          SpecularName = "/units/xsb0101/xsb0101_lod1_SpecTeam.dds",
                                                      },
                                                  },
                                              },
                                          

                                          auch mal fünf gerade sein lassen

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                                          • SaverS Offline
                                            Saver @Saver
                                            last edited by

                                            Hi, I've now partially found the supposed error that caused the death animation to not play. It's in the category assignment. As soon as I swap "Naval" for "Land," the animations play. Unfortunately, I still don't understand where the categories are assigned to the animations.

                                            2ad2d221-481d-43d3-a17d-e0d783159bed-image.png

                                            I'm now looking for the relevant file that allows me to assign the animation. If anyone has any suggestions, please let me know. I'll keep searching.

                                            auch mal fünf gerade sein lassen

                                            1 Reply Last reply Reply Quote 0

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