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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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    • N Offline
      Nuggets FAF Association Board @Saver
      last edited by

      @Saver Anything helps imo, but the most annoying part is when the engie has to go to the top right (which is the case in every setons game as top rock 🙂

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      • IndexLibrorumI Offline
        IndexLibrorum Moderator @Saver
        last edited by

        @Saver Have the buildings arms rotate and "lift" the engineer off the platform? Or is that too weird of a solution?

        "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

        See all my projects:

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        • A Offline
          AI_Easy
          last edited by

          Great work. I personally can dig all of the redesigns you've made from a cosmetic perspective.

          Something I personally like about the current factories that are in the game is that you can clearly see what is being built inside of the factories, which is very important from a game play perspective when a player is scouting enemy land factories, air factories, and naval factories too. The fact that the unit being built inside of the factory is easy to see and is recognizable, not being blocked by roofing or walls on the factory, I think is very important for the game. A piece of advice I would like to add is I would consider removing the pillars & roofing from the UEF land HQ factories as well as from the Aeon land HQ factory; or at a bare minimum make it no harder to see what is being built inside of the factory than what is currently in the game.

          Anyways, great work! Glad to see it coming along.

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

            absolutely beautiful! outstanding job! well done.

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            • SaverS Offline
              Saver @IndexLibrorum
              last edited by

              @IndexLibrorum Hi, the idea sounds good.

              But unfortunately, I don't know how it could be implemented. I've only created a construction animation so far. For your suggestion, the crane would need to be able to swivel in every direction.

              And I have no idea how to tell the factory whether to go left, right, or straight ahead.

              auch mal fünf gerade sein lassen

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              • SaverS Offline
                Saver @AI_Easy
                last edited by

                @GospelOfThomas39 Thank you, I'm glad to hear that.

                Your suggestion is a good point and makes strategic sense. However, this fact affects almost all factories/factions.

                The Cybrans, for example, obscure their units with the construction arms (even though I raised the arms slightly and spread them out).

                With the Sera, it's more the construction animation of the individual unit.

                At the UEF factory, the girders were slightly reduced in size and textured.

                For the Aeon, I moved the front section forward a bit to allow for some visibility.

                You also have to zoom in closer to see the unit.

                To illustrate, here are a few pictures.

                I had the units built to about 70% so you can better assess the situation.

                1.jpg 2.jpg
                3.jpg 4.jpg 5.jpg 6.jpg

                I hope this answer can offer a new perspective on your suggestion.

                auch mal fünf gerade sein lassen

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                • SaverS Offline
                  Saver
                  last edited by

                  Quick update: I'm currently putting the project on hold while I try to learn GitHub. If I'm successful, you might see it ^^ Thanks again for all the great suggestions and contributions.

                  And for the consistently constructive suggestions.

                  Thanks again to everyone 🙂

                  auch mal fünf gerade sein lassen

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                  • Z Offline
                    zhanghm18
                    last edited by

                    @saver Thank you for your work. I think I prefer exaggerated models over conservative ones (meaning they look larger and have greater differences compared to the original version). For example, Cybran's buildings have more and longer "claws" or "spikes", while other factions' buildings have more and taller decorations or structures

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                    • P Offline
                      PrtScrn
                      last edited by

                      cool

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                      • SaverS Saver referenced this topic
                      • N Offline
                        Nory
                        last edited by

                        Navy:
                        • Cybran: Very good overall; perhaps the T2 HQ and Support factories could be differentiated more.
                        • Aeon: Looks a bit too bulky; will take time to get used to.
                        • Seraphim: Good, apart from the bulky floating device added to the HQs, which blocks a lot of the (well‑crafted) model when viewing from the front.
                        • UEF: Very good.
                        Air:
                        • Cybran: Good.
                        • Aeon: Too many smaller elements that don't fit the clean Aeon aesthetic. I prefer the old engiemod HQs or the ones on Steam.
                        • Seraphim: Very good.
                        • UEF: Very good, with the small nitpick that the bridge of the T3 HQ looks out of place.
                        Land:
                        • Cybran: Improved over the previous version. The T2 HQ looks a bit busy, and the outward tilt of the spikes could be increased slightly on both HQs.
                        • Aeon: I think the engiemod version looked significantly better and was more fitting. Also, all factories are too tall.
                        • Seraphim: Very good.
                        • UEF: Very good. LOD 1 is significantly darker, which makes it look broken.
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                        • SaverS Offline
                          Saver
                          last edited by

                          @nory Hello 😊

                          Thank you for your summary and explanation. I’m very happy to hear that you generally like the models — with the exception of the Aeon ones.

                          Since I handled the reworking of the models on my own, I would like to respond to your individual points and also explain why certain things were implemented the way they are or how they evolved over time.

                          I will try to go through the individual points and models step by step based on your summary. However, I would prefer to discuss the Aeon separately, as the explanation and possible new adjustments will likely require considerably more time.

                          Naval:
                          • Cybran:
                            Yes, the visuals could probably be a bit more pronounced here. What would you think about adding this indicator as well?22.jpg

                          • Seraphim:
                            The naval factory is almost identical to the version before the patch. The main difference is that the construction and destruction animations have now been added, and additional transformation components were also integrated into the lower tech stages.

                          Air:
                          • UEF:
                            The bridge to the second tower already existed before the patch. However, I retextured it and shortened it for the animation so that it feels more natural when the two towers connect. So essentially, the existing design was only slightly adjusted 😉
                          Land:
                          • Cybran:

                          Here, I stayed very close to the shape of the models from before the 2023 patch. However, since I cannot rework the textures and stretched shapes are no longer supposed to be used, I tried to recreate the original size and silhouette as closely as possible through new components, such as the added spikes. After all, the components still need to fit naturally into the model and should not appear completely “out of nowhere.” Unfortunately, I could not come up with a better solution for this.

                          • Seraphim:
                            I still need to adjust the LOD1 model here. Unfortunately, I only noticed the issue just now.

                          • UEF:
                            Thank you for pointing that out — I will revisit and fix that.

                          Since many of us have more or less unintentionally become “forced testers,” this also gives us the opportunity to work together on improvements. Through open discussions, shared experiences, and feedback, we can hopefully find solutions that benefit everyone and help create an aesthetic that appeals to as many people as possible.

                          Unfortunately, I also only have limited free time (volunteer fire department, my job, and family life alongside this) to work on these adjustments. Therefore, I kindly ask everyone to contribute constructively. Of course, I would also greatly appreciate any additional help 😊

                          But for today, that’s it from me for now. See you soon.

                          auch mal fünf gerade sein lassen

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                          • SaverS Offline
                            Saver
                            last edited by

                            Hello,

                            Based on the review and feedback from @nory, I initially implemented three adjustments:

                            1. Fixed an issue in the LOD1 model of the Seraphim T2 Land Factory, as it did not match the LOD0 model.

                            Mistake: 35.jpg
                            Fix: 36.jpg

                            1. Added an additional indicator to the Cybran T2 Naval Factory. This adjustment also required further changes to the animations of the T1 to T3 HQ factories.

                            Current:33.jpg

                            New:34.jpg

                            1. Fixed minor issues in the build animations of the Cybran Land Factories from T1 to T3, which caused unintended movement of the construction arms.

                            Since these adjustments are no longer part of the mod, they can only be viewed in FAF’s test mode. However, these changes are not immediately available yet, so the screenshots will have to suffice for a first impression for now.

                            After that, I will take another look at the Aeon Land Factory to see what further improvements can be made.

                            auch mal fünf gerade sein lassen

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