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 ZOMG SHINEY METAL AND GLOWING HEADLIGHTS (view original)
ZOMG SHINEY METAL AND GLOWING HEADLIGHTS
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Mythia
Mythia - - 175 comments

Sick.

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Admiral-Ash
Admiral-Ash - - 1,809 comments

Warning! Viewing original may cause lose of sight due to epicness!

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Andrewarg
Andrewarg - - 121 comments

:O Amazing

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Maestro_Luca
Maestro_Luca - - 81 comments

Honestrly I don't like the cockpit. Maybe a grey steel color wold work better, using black and that light as you did reveal too much its non sferical form. But is my opinion :)

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Jeroenimo Author
Jeroenimo - - 6,765 comments

Well it's supposed to be made of glass, so it has to reflect somewhat, though I agree that it doesn't help the illusion of it being a sphere. Might remove the shineyness, not sure yet.

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Caon
Caon - - 341 comments

Well it's not like it'll be very visible in-game. I think it's very fine just like this, but of course it's your choice if you want to change it.

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Jeroenimo Author
Jeroenimo - - 6,765 comments

Not unless you look closely. I might increase the scale of the fighters back to their original size, seeing as you do lose quite a bit of detail due to the overly small scale of the fighters.

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Burntstrobe
Burntstrobe - - 3,471 comments

If you really wanted to:

Texture the cockpit to have the star_background, but dimmer darker, then increase the white on the alpha layer of the bump map to give a high reflectiveness.

This might help with giving the illusion of a glass sphere that is reflecting the night sky, and the "shine" from the high reflectiveness should be enough to not make it look static since the shine moves in relation to the camera focus.

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Jeroenimo Author
Jeroenimo - - 6,765 comments

Not at all a half-bad idea, had not thought about this yet.

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predatorator
predatorator - - 105 comments

wow, just...wow, i'm speechless!

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Seregruth
Seregruth - - 795 comments

maybe you could UV that "eye-glow" to the engine glow texture, so that it also fades out and doesn´t end so abruptly... or you can screw this, since nobody will notice it ingame...

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

Find myself agreeing with you again, I do...

Nice work G :)

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Jeroenimo Author
Jeroenimo - - 6,765 comments

Funny you should mention that, as it uses the same texture already. It is very intentional. Though it might look a little funky up close, to get the "glow" effect from far away (which really is the priority), the "glow" needs to be quite large, overlapping the whole "eye" section, as it is right now. If it's made any different (I tried larger, smaller, fade out, this, brighter, dimmer, pretty much every configuration) it either doesn't show up correctly from zoomed out or looks weird as **** up close. This is the middleground, retaining the great look from far way, and still reasonable from up close, when I made it fade out like you suggested it wasn't visible anymore from far way. Then increasing size makes it look hugely oversized up close. It's really quite annoying ;) I agree it still looks funky up close as it is now, and as a perfectionist this bothers me a lot, but trust me I tried a lot of different things to fix it and nothing works well in both far away and close up, except this. It's a pain, I'd love to have it look nice up close too, but I'm just not willing to sacrifice the zoomed out look for it.

God I wish this game supported a real glow effect and not make me use tricks like meshes to create a glow illusion, that'd fix the problem entirely.

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Formous
Formous - - 38 comments

A persistent concern of mine is that fighter craft come without the hunt ability. As cool as fighters are, I always abhorred Rebellion fighters and most fighters in mods because I could not relegate my fighters to AI so they can move and act on their own while I handle fleet maneuvers. I always hated this because there is no notable reason to not give them this ability, since it simply puts them on auto. In the end, I almost ritualistically have to individually track down fighters because I'm too busy countering the enemy fleet early on to handle the fighters. Do you intend to add the Hunt Ability to fighters so that they can be put on auto so we can watch the fleet fights and command starships if we want to without suddenly seeing fighter support completely lagged behind?

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Jeroenimo Author
Jeroenimo - - 6,765 comments

Good idea to give all fighters and bombers the hunt ability, I'll implement that. TIE defender will lose an ability for that though.

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Formous
Formous - - 38 comments

I don't see a issue if a handful of special fighters don't have it in exchange for special abilities. Mostly, What I refer to is our interceptors and such, which make the bulk of our grunts in space. Without those guys, Imperial ships for instance get swamped fast traditionally. Something like the Defenders though, and I'm also assuming B-wings, would be our more elite forces. I can deal with a small number of a specific fighter personally needing orders to act. It's all the unnecessary minutia of the interceptors that most often irritates me, and sometimes bombers too.

On that note, I was reminded of the TIE Shadows, the imperial cloaking fighters. Did you ever do a model of those? Or are they not in? I likely missed it awhile back.

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EclipseStardestroyer
EclipseStardestroyer - - 1,716 comments

Do they come with brake lights too? XD

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Very self explanatory. This thing was an asshole to texture, it took hours more than it usually takes with fighters. Also went super overboard with the shineyness of the metal, which I have to say looks pretty cool imo.

A swarm of these on a map with very little light is going to look pretty damn good.