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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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    • BlackrobeB Offline
      Blackrobe
      last edited by

      @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.

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

        @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 🙂

        auch mal fünf gerade sein lassen

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        • SaverS Offline
          Saver
          last edited by Saver

          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.

          1.png

          2.png

          3.png

          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

          auch mal fünf gerade sein lassen

          1 Reply Last reply Reply Quote 6
          • SaverS Offline
            Saver
            last edited by

            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.
            1.png

            2.png

            6.png

            4.png
            5.png

            3.png

            7.png 8.png

            If you have any opinions, criticisms, or suggestions, please remain objective. I'll be happy to respond or implement them.
            See you soon.

            auch mal fünf gerade sein lassen

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            • SaverS Offline
              Saver
              last edited by

              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
              7e6684d0-48ad-4d47-a29f-0ba90792786e-image.png

              Omen Class: T3 Battleship UAS0302
              a0bf56da-7f08-40b1-9834-9e934a800ca7-image.png

              Torrent Class: T3 Missile Ship XAS0306
              2f6d9eda-4e13-4672-a69a-eb3404834885-image.png

              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.

              auch mal fünf gerade sein lassen

              N 1 Reply Last reply Reply Quote 1
              • N Offline
                Nomander Balance Team @Saver
                last edited by

                @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 Physics MeshExtents fields should adjust the size of the mercury pool.

                SaverS 2 Replies Last reply Reply Quote 0
                • SaverS Offline
                  Saver @Nomander
                  last edited by

                  @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 😉 )

                  auch mal fünf gerade sein lassen

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                  • SaverS Offline
                    Saver
                    last edited by

                    Good evening,

                    Here's an update on the current status.

                    FAF all
                    5.png

                    Mod all
                    1.png

                    FAF T3
                    6.png

                    Mod T3
                    2.png

                    FAF T2 T1
                    7.png

                    Mod T2 T1
                    3.png

                    FAF
                    10.png

                    Mod
                    9.png

                    FAF all
                    8.png

                    Mod all
                    4.png

                    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 🙂

                    auch mal fünf gerade sein lassen

                    1 Reply Last reply Reply Quote 4
                    • SaverS Offline
                      Saver
                      last edited by

                      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.

                      auch mal fünf gerade sein lassen

                      1 Reply Last reply Reply Quote 1
                      • BlackYpsB Offline
                        BlackYps
                        last edited by

                        Nice work you are doing here! I'll have to check out your mod to take an even closer look in the game

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

                          @BlackYps Thank you very much, that's nice to hear 🙂

                          auch mal fünf gerade sein lassen

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

                            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.
                            b7f0cf25-620d-4ef5-981b-cea1060d91bb-image.png

                            Adjustment of the LOD 1 models so that you can roughly recognize the new models even from a distance.
                            a6cc52af-264d-4e8a-b736-7608d5f07965-image.png

                            Have a nice evening 🙂

                            auch mal fünf gerade sein lassen

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

                              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.
                              6.png

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

                              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.
                              8.png
                              Another example where I first had factories built.
                              10.png

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

                              2.png

                              4.png

                              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.
                              11.png
                              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:
                              7f6a5811-b9a8-4f3b-9ad7-1e5babe49f18-image.png
                              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 🙂

                              auch mal fünf gerade sein lassen

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

                                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.

                                1. T3 units clip through the factory because it is too flat.
                                  7.png

                                2. The factory in every form is a dwarf compared to the other factions.
                                  2fc6e6dc-20e0-4648-bb49-d245fba44542-image.png

                                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 -13.png 14.png

                                Here is the comparison with the other factions.
                                4.png 5.png

                                6.png

                                T3 Support -
                                1.png 2.png 3.png

                                Now the T3 units fit in too ^^
                                8.png
                                Bad example😲
                                This way you can see more
                                9.png 10.png 👨‍🔧

                                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.

                                auch mal fünf gerade sein lassen

                                1 Reply Last reply Reply Quote 7
                                • SaverS Offline
                                  Saver
                                  last edited by

                                  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.

                                  2.png 1.png

                                  4.png 3.png

                                  6.png 5.png

                                  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.

                                  7.png 8.png

                                  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.

                                  auch mal fünf gerade sein lassen

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                                  • UvesoU Offline
                                    Uveso
                                    last edited by

                                    I love those new models 🙂
                                    Can’t wait to play the mod.

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

                                      Thx 🙂

                                      auch mal fünf gerade sein lassen

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                                      • SaverS Offline
                                        Saver
                                        last edited by

                                        Hello, I have a question regarding the Lod1 models.

                                        Can't these be omitted for large objects and the value of LODCutoff increased from 200 to 500?
                                        How many frames are saved by this feature? I'm asking because I'm still creating them for the Aeon's airframe, but perhaps these models are negligible. Or rather, the optics with the 500 LodCutoff of the Lod0 model are always better than the low-poly version.

                                        Here is an example:
                                        LODCutoff=200
                                        4a9610ab-65e7-4f5c-8ef8-17cd7b0d7f04-image.png
                                        After zooming out beyond the value 200, Lod1 appears.
                                        169e4586-2339-4e8d-8bdc-a7e1f5e1bb29-image.png
                                        (Please note this is already my improved version)

                                        Here is the adjustment when the value is set to 500.
                                        LODCutoff=500
                                        c706c99f-fde8-468c-b565-cdd8dec8bea6-image.png

                                        I'm curious about the answers 🙂

                                        PS: The update for the Aeon Air Factory will be available tomorrow.

                                        auch mal fünf gerade sein lassen

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                                        • N Offline
                                          Nomander Balance Team
                                          last edited by

                                          I just tested ~83 Cybran T3 HQs and the LOD1 model had ~50% the frametime increase of the LOD0 model. So if there's a lot of factories from multiple players or a huge base (coop would be the largest hit on performance imo) it can definitely have an impact.

                                          You can check the frametime by going to the console and typing in ShowStats, then expanding the "Frame" section.

                                          1 Reply Last reply Reply Quote 1
                                          • speed2S Offline
                                            speed2
                                            last edited by

                                            Thats a very specific scenario, not even coop has that many factories that would be visible at the same time, even with the increased LOD

                                            1 Reply Last reply Reply Quote 2

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