Redesign of all HQ and support factories
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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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LOD 1 models

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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.




So then, off to the final spurt with the Seraphim Land

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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.




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

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Please. Unwrap the model. I can make the textures. Simple.
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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", }, }, }, -
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.

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.
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I thought I was slowly getting to the bottom of the problem, but no...


Unfortunately, only the part about decreasing units is affected here (if I understood that correctly. My English is unfortunately not the best
).What now? I'm testing what happens in the water factory when I change the category from naval to land. The results so far: no restrictions or errors are apparent, except that the animations are now running. I'll leave it like this for now until there's a patch.
Please excuse me for not looking long enough for the error, but I was able to achieve the desired result this way. I'm just a hobbyist, after all. ^^
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@Nory
Hello, as promised, I've been experimenting with the model a bit. This is just a first attempt, though. I need a break from the project first. You can test this version with +Mod.

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Hey everyone,
I'd like to take the mod project out of alpha status. It seems usable, at least to me. Of course, further adjustments can be made in the future.
But for now, I need a break from the project. ^^
Here are some summary images of all the models in the mod.






I don't know if this is desired or worth mentioning in the news, but if so, I would be happy about it.
The FAF team is free to use the models in any form for the game.
I wish all users a lot of fun with the mod in the game.
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Amazing work @Saver
, I'll see if I can find some time soon to look into the details. Would you be available to fix issues if I encounter them? -
Hi, thank you very much

To answer your question: I will, of course, try to fix any errors I notice. But unfortunately, my skills are still very limited.
And this point was another good tip. I had already forgotten about it.
I realigned all the water factories (increased the construction space by 1) so that the meshes don't interfere with each other during placement and later upgrades. With the exception of the UEF, this would have been the visual issue for many. Here's the value that was adjusted.

Why all of them?, so that it's balanced for each faction and no one is favored.
I hope this doesn't cause any new problems. It just solved the problem with the delay, which I raised with the Aeon Water factory.
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@Saver I noticed on your last "Savers Factory Rework" upload, that when a T1 Seraphim Naval Factory is built, you cannot upgrade it. Yet, it appears as a T2 Naval upgrade in a T1 Land Factory. I've tested it as the only mod running. A simple oversight I'm sure. Thanks for you work, good effort.
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@Blackrobe
Thank you so much for your feedback.Wow, I didn't notice that during testing, or even realize it. Very strange.
Since my last change was to adjust the Marines, my supposed fix unfortunately resulted in the Water Factory being assigned to the Land Factory. So I'll have to dig around in the FAF GitHub repository again. This means that the death animation for the Seraphin Water probably won't work right now. However, all the other animations will.
I have fixed the error again and am uploading an update to FAF.
Herein lies the error, or rather the poor attempt at the supposed fix
Categories = { "BUILTBYCOMMANDER", "BUILTBYTIER1ENGINEER", "BUILTBYTIER2ENGINEER", "BUILTBYTIER3ENGINEER", "CONSTRUCTION", "DRAGBUILD", "FACTORY", "LAND", <------------- "NAVAL", "PRODUCTFA", "RALLYPOINT", "RECLAIMABLE", "SELECTABLE", "SERAPHIM", "SHOWQUEUE", "SIZE16", "SORTCONSTRUCTION", "STRUCTURE", "TECH1", "VISIBLETORECON", }, -
Hello everyone,
I think I've finally found the cause of the missing death animation. My initial idea was probably the correct one. However, the adjustment needs to be made so that the Seraphim Water Factory also gets its death animation back.
Here is the file that needs to be modified:

Here is my modification, which is included in the mod, so you can test it. I have expanded the category selection to include the class "mobile" so that only ships are affected by the function.
Supreme Commander Forged Alliance\mods\Savers Factory Rework\hook\lua\sim

If you encounter any other bugs, please let me know. I certainly hope you don't find any! ^^
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Unfortunately, your latest version in the vault crashes the game in campaign mode. I only had a quick test on Black Day - twice using mod that crashed both times, and once using without mod, didn't crash. Almost there mate....
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