Redesign of all HQ and support factories
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Hello everyone, as already mentioned, I'm going to revisit the topic of "Redesign of all HQ and support factories" and try to create the missing animations and adjust some designs.
Since this topic originated with the FAF team (please correct me if I'm wrong),
from now on it will be more of a free contribution from me. I'll try to pay attention to suggestions and welcome suggestions. However, please note that I will approach this topic freely and independently in my decision.There will therefore be no interventions in the core game on my part, unless the FAF team approaches me.
Now to the project: Due to technical reasons, I've unfortunately only been able to complete the UEF land and Air factory. Since I want to save this work, I'll upload a mod to FAF with the work so far.
A big thank you goes to Balthazar. He provided me with new textures for the land factory. For me personally it looks great.
Thanks also to Jip and CDRMV, who pointed out errors in the models.
Please excuse my poor English.
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Here are the current status pictures if you don't want to test the mod:
UEF Land:

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UEF Air:
Here is also a good example when the textures were not improved, like in the land factories.

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I'd like to visit all the factories, but for now, that's my current work status.
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@Saver
Nice work mate; but you've hooked the T1 Air Factory at 4800 Health. It should be 4000. Seems odd that you go from a T1 Air factory at 4800, to upgrade to a T2 Air factory that is 4000 health. -
@Blackrobe Thanks for the tip. I forgot to use the new Unit BP files from FAF when I was adapting. Because I'm also using standard models from Supreme Commander: Forged Alliance. They still have the old numbers from the standard game. I'll correct that today

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Hi everyone, the final part of the UEF factories is complete. All factories have now received mesh and animation adjustments in all variants. Since I have to replace my hardware next week, it will take me a little longer to get the other factories working. At least all systems should be running stable again by then ^^ But it's at least a start
Here are a few pictures for comparison.


The changes to the models should be not very noticeable, so just a few minor comments. The flashing lights have been corrected in all factories, and T3 HQ has received another turret.
But that's it for now. I'll let you know if there's any further progress. Mod: Savers Factory Rework -
Hello everyone,
I've completed the transition to new hardware and have been able to continue working on the project.
In the next step, I want to focus on the other factions. First, I reread the forum post about the Aeon Water Factory to use the criticisms mentioned as a starting point for improvements. Like the team before me, I probably won't be able to do justice to everyone. But here, Chonaml, is my first attempt.
Here are some pictures for the current comparison between HQ and Support Factory T3 Water.







If you have any opinions, criticisms, or suggestions, please remain objective. I'll be happy to respond or implement them.
See you soon. -
A quick question for the FAF team. Is it possible to make the Mercury Pool from Class: T3 a bit smaller?
It's already quite large. At least the length could be reduced a bit. If you'd like, I can edit it and make it available to you.
Aircraft Carrier UAS0303

Omen Class: T3 Battleship UAS0302

Torrent Class: T3 Missile Ship XAS0306

Here is the corresponding script area.
StartBeingBuiltEffects = function(self, builder, layer) ASeaUnit.StartBeingBuiltEffects(self, builder, layer) self.MercuryPool = import("/lua/EffectUtilitiesAeon.lua").CreateMercuryPoolOnBone(self, self.Army, '*Unitbone*', 2.5,4,4, 0.1) end,The "Unitbone" would have to be changed to the appropriate name and the numbers at the end and that would be fine.
I just noticed it while experimenting. I might add it to the end of the water factories as a unit adjustment.
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@Saver said in Redesign of all HQ and support factories:
Is it possible to make the Mercury Pool from Class: T3 a bit smaller?
Unless the unit script does something special, the blueprint
PhysicsMeshExtentsfields should adjust the size of the mercury pool. -
@Nomander Hi, thanks for the tip. I'll take a look at it once I've finished the water factory
If I have enough time this evening, I might be able to upload the first version to FAF (European time
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Good evening,
Here's an update on the current status.
FAF all

Mod all

FAF T3

Mod T3

FAF T2 T1

Mod T2 T1

FAF

Mod

FAF all

Mod all

Since I don't want to make any major changes to the existing models (that would be beside the point for the project), I still hope to meet some of your requirements. Unfortunately, the animations are still missing, as my new version of Blender is still causing some problems, and I might have to upgrade again. I hope to finish all the animations by Friday, then I'll upload a new version of the mod to FAF. But that's it for now. See you soon

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Hello,
I've finished the animation. Currently, I'm still missing the adjustments to the blinking lights and the LOD1 models. However, I've uploaded a new version (No. 6) with the current status to FAF. I hope you like the models.
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Nice work you are doing here! I'll have to check out your mod to take an even closer look in the game
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@BlackYps Thank you very much, that's nice to hear

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Final (I think ^^) The Aeon Water Factory should now be complete and is available for anyone who wants to test it in the
mod - Savers Factory Rework.
If I missed any mistakes, please let me know
But that's it for today.Adjustment of the flashing lights completed.

Adjustment of the LOD 1 models so that you can roughly recognize the new models even from a distance.

Have a nice evening

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Hello everyone,
I had to correct this report again. I found a bug that I unfortunately only discovered in test mode. It concerns the construction area when a factory is supposed to be placed. Unfortunately, it's not that easy to fix because I haven't been able to determine the exact cause yet. Therefore, I can only report where I noticed the bug.Unfortunately, this bug affects FAF, my modified version. I've tried to reduce the problem. Here are some examples of the problem.
In the left area, you can see T1 factories. In the right area, you can see all the Tec levels. All factories were created using cheats.
The first error area is with the T3 factories. Either the area has expanded or the unit is extending beyond it.

Now I wanted to see what would happen when the T1 factories upgraded. The overlap would begin.

But you'd think that's only the case in cheat mode. Unfortunately not. I've had five T1 factories built here and had them upgraded. I'll also point out errors in the T2 status here, as these could be overlooked.

Another example where I first had factories built.

As I said, I unfortunately couldn't fix this error. So here are the similar images with the same tests.



As I said, I tried to solve or minimize the problem. With more or less success

When factories are built one after the other, it seems fine. However, if I place a T1 factory next to it and let it upgrade, the same thing happens again.

Hopefully, more experienced people here have an idea. I'll leave it as it is for now, since it only concerns the Aeon Water Factory, and I'll take another look at it later.As a guide, I tried to resolve the issue. Here are the steps. The new water models all come from a single base factory, so the bone layout is the same for all of them. So I looked for the error in the blueprint and tweaked the following values:

In my mod, I was at least able to limit the error to T2, which was resolved after upgrading to T3.I hope we can fix this bug later, but for now, I want to focus on the Aeon Land factory. Let's see what we can do there. ^^ See you soon

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Hello
As I announced in my last post, I took a look at the Aeon's land factory. And unfortunately, I had to struggle with myself a bit. Why? There are two things on the FAF/Supcom factory that I hadn't noticed before, but which now bothered me. !!! As JIP already said, you can never ignore problems you've seen, so if you keep looking, it's your own fault.
First, the points that bother me about the current FAF version.
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T3 units clip through the factory because it is too flat.

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The factory in every form is a dwarf compared to the other factions.

But you might be lucky because you only see the factories from above
For those who like to zoom in and pan the camera, my mod can provide some help.As far as I know, the Aeon are a faction of the Faith, so why shouldn't they get a temple too?
Here are a few pictures of the current results. (Unfortunately, T1 & T2 are still missing.)
T3 HQ -

Here is the comparison with the other factions.


T3 Support -

Now the T3 units fit in too ^^

Bad example
This way you can see more

I hope again that this model will find some acceptance.
So far so good, the rest will follow in the next few days. See you soon.
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Hello everyone, I've finally finished the Aeon Land factories. Here are a few more pictures for comparison. Feel free to let me know if you have other ideas for the design. Unfortunately, I couldn't think of a more suitable one. And believe me, I've been experimenting for a long time.



If you don't immediately notice the basic changes, here are a few.
The base platform of all factories has been changed from a flat circle to a hemisphere. The buildings on the platform have been slightly larger so they can compete more effectively with other races. The floating ring elements now appear more firmly connected to the base.
I've adjusted all the LOD 1 models again, but they're not quite as easy to identify as in the FAF version because I haven't removed any components. The archway in the T2/T3 HQ has been reduced slightly to make it easier to identify the unit being built.

I've also made some adjustments to the LOD 1 models of the water factories. But that's it for now. You can now test version 9. I hope you enjoy the update. See you soon.
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