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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

    Scheduled Pinned Locked Moved Suggestions
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    • 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

        1 Reply Last reply Reply Quote 3
        • 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

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

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

                    1.jpg
                    2.jpg

                    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. ^^

                    auch mal fünf gerade sein lassen

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

                      @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.

                      1l.jpg 2l.jpg

                      auch mal fünf gerade sein lassen

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

                        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.

                        11.jpg

                        12.jpg

                        13.jpg

                        14.jpg

                        15.jpg

                        16.jpg

                        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.

                        auch mal fünf gerade sein lassen

                        1 Reply Last reply Reply Quote 2
                        • JipJ Offline
                          Jip
                          last edited by

                          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?

                          A work of art is never finished, merely abandoned

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

                            @Jip

                            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.

                            5b8ce37d-a540-42cb-88e2-2dfa8732ecb8-image.png

                            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.

                            auch mal fünf gerade sein lassen

                            1 Reply Last reply Reply Quote 0
                            • BlackrobeB Offline
                              Blackrobe
                              last edited by

                              @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.

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

                                @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",
                                },
                                

                                auch mal fünf gerade sein lassen

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

                                  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:
                                  5c18ca04-347a-4751-aaed-d85a0a430d33-image.png

                                  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
                                  cc8f21dc-8077-4f85-ac6f-0c1d493d5e62-image.png

                                  If you encounter any other bugs, please let me know. I certainly hope you don't find any! ^^

                                  auch mal fünf gerade sein lassen

                                  1 Reply Last reply Reply Quote 1
                                  • BlackrobeB Offline
                                    Blackrobe
                                    last edited by

                                    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....

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

                                      @Blackrobe

                                      Thank you again for your feedback. Unfortunately, I hadn't tested the campaign before the last update.

                                      I've now completed two missions (using cheats) in quick test mode and was able to fix the bug. 🙂 I used "Black Day" and "Dawn" as test missions.

                                      Unfortunately, I've also encountered another bug. The FAF team is already investigating it, if I understood the post correctly.

                                      It involved a brief stutter when playing video clips in the game.

                                      ----- WARNING: SofDec bug: -----

                                      If you can, please repeat your test and hopefully you can complete it without any problems 🙂

                                      auch mal fünf gerade sein lassen

                                      1 Reply Last reply Reply Quote 1
                                      • BlackrobeB Offline
                                        Blackrobe
                                        last edited by

                                        @Saver
                                        I had a quick run through of those two campaign missions you tested, and I had no problem my end. I didn't play the full missions yet, as initially, I wanted to see if they started first; which they did. Where as before, those two missions would crash while the mission was loading, before the cut away scenes started. So far, so good....

                                        1 Reply Last reply Reply Quote 1
                                        • EcoNowCryLaterE Offline
                                          EcoNowCryLater
                                          last edited by

                                          You doing an awsome job.
                                          What you think about change the cybran Factory,T1 is ok but the t2+t3+HQ its kind not mush preety,i think was options made not from your time around.
                                          Im a 3D designer if you need something that i could help you im around.

                                          Design without project is just a mere coincidence

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

                                            @TAG_EcoKing
                                            Hi and thanks for your offer.

                                            Do you already have a rough idea of ​​what the factory should look like?

                                            My basic idea was to not stray too far from existing models. But of course, other ideas are very welcome.

                                            auch mal fünf gerade sein lassen

                                            1 Reply Last reply Reply Quote 1

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