The Empire has fallen and a New Republic is born out of the conflict. But in the ashes of civil war, yet another life stirs...
Showing off some of the improved environment textures. To go along with this, there is improved terrain geometry. What I mean by that is that things like cliff walls, for example, used to just be completely flat (like something out of an old RTS like age of empires...). I'm going through each map and improving textures and terrain to have more variation to hopefully make them appear more realistic.
As a side note, the picture came out really dark so I lightened it up a bit in Photoshop which is why the HUD looks really blown out...please disregard that.
Perfection!
Me gusta.
I'm speechless, hopefully I will be able to concentrate on the battle with such an enviroment...
And hopefully the engine is able to handle those textures without further lags in ground combat, which was never exactly smooth...
Damn... You just did it. Seriously, you're one of the few and maybe the only one who actually really changed (!) the texture of the environment. I'm speechless and mean that literally. It's amazing in every thinkable direction and it gives the mindbreaking units you showed us in the past the epic environmental "background" they deserve. Epic work!
вау красиво очень
Большое спасибо
WOW
Very impressive. You really make the game look far higher graphical fidelity than it originally was.
lol the makers off the game look noob now :D
Haha, that comment just made my day. You're so right on this, they should give the development rights to people like the_Farseer.
Very nice.
Looks, like your other textures, very 3-dimensional.
Since you're redoing all the maps I assume such things like floating grass will also be corrected?
The makers of the original maps must have been lazy as hell...
Not lazy...but seriously hindered by the time constraints imposed on them by the game's producers. its an all too common problem...the game was rushed for quick money by the non-artists and people who don't care about quality as much as dollars.
You're most likely right.
Still, I can't understand these people.
Even from a solely economical standpoint it would be better to release a polished game a few days or weeks later than an unpolished game earlier.
I think the reputation loss in the second case is way worse then the money loss in the first (if there is any at all) and if I wanted to just make quick money I propably would do something completely different (not a pc game).
And alltogether I would not even call EaW as a whole unpolished, it just seems nobody cared for such details in the first place.
Damn, I got carried away again... lol
That's not always true...just look at EA. t
They are all about the quick and dirty release for a cash grab. Half of their games are litteraly recycled from their predecessors... and yet, people keep buying them and even COMPLAINING about them...but they buy them anyway. Its comical, actually. Then you have companies like Valve that take their time to release a polished product....but I bet you more people know EA game titles than valve game titles. However, some companies do use the "slow and steady" approach to great success... such as Bungie.
Well I can't understand the people who do buy these games either, so... yeah.
But I'm don't buy many new games anyway and when I do, only after I took some time and actually looked at footage of it.
Over the last year I think I bought 3 games: Dishonored with DLCs, The Wolf Among Us and Starbound.
And regarding EA... my last Battlefield game was 2142, I think that says enough.
Oh and speaking of mainstream games the one and only CoD I own is CoD 2.
So after all I'm propably not the average gamer of today.
But I heard there were times when gamers were actually a minority... must have been great.
Haha. yeah I'm the same way. I don't buy games very often and when I do, its usually after they have been out for a long time already. I don't throw my money at garbage...it needs to be a proven product first.
Thank you so much everybody! I'm so grateful for the praise and encouragement!
Damn! I've never seen anyone work this hard on the details that make for an impressive an immersive game the way you do. You sir, belong on a triple A development team.
I'm still trying to get on one. the video game industry is extremely competative... I'm glad you like my work though.
What teams are you trying for?
I've applied to all the big names: Bungie, MS, EA, Activision, Valve, etc. Applied to Gas Powered Games...now out of business...applied to many small studios like Snow blind, Valkyrie, Netherrealm, etc.
How'd all those go?
Never heard anything back from any of them...not even so much as a courtesy "we have decided to go with somebody else" email/call.
I have had a few interviews with some smaller companies but none of them panned out. Admittedly, my skills have improved a lot since then and I am still applying...but haven't heard anything yet.
Well that's too bad and they're missing out on a lot of skill and drive. Hope it works out for ya!
Please...not EA they ruin enough **** as it is..
yes but I'd take a job their if I could anyway. Their publishers might suck but there's still artistic talent there and the chance to meet people from other companies.
I was confused for a second when I saw this picture thinking it was a picture for a different game
well, that's very good to hear :)
"Realism" seems to be one of the keystones of successful game development, and the_Farseer is the master of realism!
I do try :) Thanks!
that definition is stunning GJ!!
With all the new polly models and textures, is the game going to have lag issues?
That very much depends on how powerful your computer is, obviously. EaW is an old game and as such, should run more than fine on any computer that's even a few years old. The mod seeks to bring the graphic quality of the game up to par with modern PC games. That said, if you can run most modern PC games with little or no lag, you should be able to run the mod fine as well.
Low-end PCs will not be able to run the mod.
Suggested PC requirements would probably be like so:
*Min 8gb Ram
*Any Intel i-series processor, 2.7ghz quad-core or better (or AMD equivalent)
*Nvidia GTX 650 1gb shared graphics mem, better or equivalent.
Thought I'd post too that my models, while higher poly, are optimized for performance and I do keep track of poly count and set limits so that there are no models with hundreds of poly's, which is unprecedented for an RTS game (and some mods do have units with poly counts that are that high...)
Well...this looks like you had someone get a picture, rather than a screenshot.
Also, Out of curiosity, does the water turn invisible when you set it to the highest possible? This is happening on my current system (which has shaders working too). Set it to medium, though, and everything is...peachy.
There are several issues with the water shader. They are all related to the processors of modern computers and the way this games graphics engine is set up. I did some research and found that the game litteraly has a list of "acceptable" processors with which true maximum graphics are allowed...the problem is that the game is so old that NO modern processors are in the list...which means that even though computers are more powerful now, no computer can run this game at 100%, full graphics...its a painfully stupid setup...it hurts my brain just thinking about it...
Too bad the game doesn't come with a day/night cycle. That'd make the battles visually interesting, especially with this improved terrain (though...I don't think the sky boxes are even animated, so...yeah.)
The current ones have scrolling textures, and that is it. However...they can become animated if one had a certain set of skills... You have given me an idea good sir!
I can animate the sunbox going across the sky very slowly... The only real problem is that once the sun dips below the horizon, I'm not sure if one could change the lighting/ambient colors to make it look like night. I'm afraid we would probably end up with a "red/orange" nighttime.
Well, I still think that even a red/orange nighttime would still add something.
Hmm...I think the game (GC ,anyways) has night and day on planetary battles (though, not in a single battle). That might have been a mod, though.
No, you can add multiple environmental settings to a single map that load individually each time a new battle is started. For example, the same map might be sunny, raining or night...chosen randomly each time the map loads.
Ooohh...that'd be interesting. Add depth as well, I think.
Well to an extent, this was already used in the game but mostly it just toggled between rain and sun...not very dynamic. What would be very cool is to toggle between day and night, sun and rain, wind storms...etc. The only thing a person couldn't do is toggle between seasons (sun/snow/etc) because that would require different texture work...which is independent from the weather systems.
So...would this be specific to campaign? Or would it work in skirmish as well?
Anywhere the map is featured. The ability to create multiple environment scenarios is controlled in the map editor itself, not in any XML or LUA code. It's a feature that's hard to spot but when you've been modding this game for over 5 years, you get to know things like this :)
...Five years?
Well, I think it's safe to say that you know how to breathe life into an (in this day and age, anyways) old game.
At least 5...maybe even 6 or 7. The game came out in 2006 and I've been modding it pretty much since I first installed it. I know my way around it pretty well ;)
amazing work keep it coming everything looks great :)
I plan to and thanks!
What program did you use to create these textures?
Well Photoshop for the basic painting of course. The normal maps were generated in a program called Crazybump. It comes with a fully-functional, free 30 day trial. Check it out if you want to make decent normal maps but can't afford Zbrush or Mudbox.
If you do decide to buy, it's only like $40 for a student license.