This mod catapults Empire at War into 2077. It maintains the game's design philosophy, while adding new units, better graphics, and deeper gameplay.

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Report RSS New turbolaser textures (view original)
New turbolaser textures
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Wookienator
Wookienator - - 1,023 comments

Nice first impression . Curious how they will look ingame :)

Greetings Wookie

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Jeroenimo Author
Jeroenimo - - 6,765 comments

They look absolutely fabulous.

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Afro-yoda-ninja
Afro-yoda-ninja - - 1,204 comments

Is the ring thingy near the front deliberate?

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Jeroenimo Author
Jeroenimo - - 6,765 comments

It's not only in the front, it's in the back and in the middle aswel.

And it's my engenious solution to the problem all mesh lasers (except mine) have, that if you look at them from the front, you can see the plains that you usually look at from the sides, but not with mine. With mine, it has 3 plains, with a small texture that has the lasers inner and outer glow, set 90 degrees on the other (sideway) planes. Thus you can see that from the front, instead of an ugly 6 lines, which are now not visible.

If you zoom in really close in the alo editor, you can actually see the plains from side views like this. Ingame this is completely invisible, even if you pause the game and zoom in very close it's almost impossible to see from the side, from the front though, it looks great.

So yes that's very deliberate and it's one of the reasons I like my mesh lasers better than anyone elses, because those "rings" actually fix all the problems all the others have.

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Afro-yoda-ninja
Afro-yoda-ninja - - 1,204 comments

I am impressed with your ingenuity, but it seems to me like you've gone to a lot of effort and increased the potential for lag, to solve a problem that I for one have never experienced...? I'm not saying for a minute that the problem isn't there, I know it Is there, but I very rarely look at my turbolasers head on? Battles are far easier to command from the default angle...?

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Afro-yoda-ninja
Afro-yoda-ninja - - 1,204 comments

Oh, forgot to say, they are very good :)

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Jeroenimo Author
Jeroenimo - - 6,765 comments

That's a very fair point, though I made sure objects like lasers, which are on the screen a lot, are low poly and low resolution on the texture, so they wouldn't stress the game. You can have almost infinite lasers with these models on the screen without lag I believe, as I did do some testing with units firing insanely fast.

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oOXyroxOo
oOXyroxOo - - 710 comments

Oh yeah they look beautiful, especially the front an the end... very deadly! ;)

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Striker311
Striker311 - - 554 comments

Looks great! How many sizes of turbolaser are there going to be? I think a larger longer heavy turbolaser bolt would be cool for all the main guns. I don't know if that could be a simple re scaling of the model. I like the dual, triple and quad variations of projectiles I've seen so far because of the added variety. Looking forward to seeing them in game.

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Jeroenimo Author
Jeroenimo - - 6,765 comments

Look at any random media on this site and this question is answered. Tempted to say this is a very dumb question.

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Striker311
Striker311 - - 554 comments

At least your only tempted ;) I am mostly referring to the 8 large turbolasers on the ISD because in the videos I can't really tell the projectiles are any larger than the other turbolasers like I can tell when those heavy ion cannons fire. I may just be blind, which I'm not ruling it out, but I like to see when the real heavies are shooting. I read the turbolaser power description on stardestroyer.net recently which led me to search for this video clip where towards the end you can tell one turbolaser bolt is significantly larger than the others (the one that vaporizes the asteroid and keeps on going).

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Striker311
Striker311 - - 554 comments

I still really like your projectiles and if you keep the scaling as is it will be fine because I like your scaling a lot more than in other mods. I just probably love the big guns on the ISD 1 too much and want them to stand out more.

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Jeroenimo Author
Jeroenimo - - 6,765 comments

Well, sometimes I just get really tired of people asking questions that can usually be easily answered by their own observations. In this case, I misunderstood that you meant different turbolaser strenghts. The turbolaser that keeps on flying isn't the one that hit the asteroid, 2 shots were fired in rapid succession and thus it looked like only 1. Try pausing it and draging the bar to see what I mean. Also, all turbolaser bolts do the same damage in the mod. In vanilla, the turbolasers firing from the Victory and the Assault frigate did I think it was either 40 or 45 damage, where a normal turbolaser only did 15. I changed this and added additional weapons to those ships to keep fire power about the same, but it does mean all bolts do the same damage. Ofcourse, a triple turbolaser shot will do triple damage compared to a single shot, because there's 3 bolts in the shot, but you get the idea. The guns stand out because they're 6 quad turbos, and 2 dual ions, though the ions aren't that impressive (the ISD 1 also has 3 quad ions, and many single ones) the 6 quads are pretty powerful (there's 2 other quads and 6 other triples and 16 dual ones)

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Description

So today I found out the secret to making a really great green turbolaser, is to actually not make a green turbolaser. Instead, yellow/gray with a bit of green is the thing you want. That was a surprise. Here you can see how all turbolasers now look. Blue used only on the Venator.

Also I'm trying to upload a video but Moddb is having the old "file can't be found" issue that it has every once in a while.