This mod catapults Empire at War into 2019. It maintains the game's design philosophy, while adding new units, better graphics, and deeper gameplay.
It's no secret I don't like the tiling textures on the larger starships like Executor and Eclipse, but until recently I thought they were necessary for resource preservation. It saves memory to not have to load many high res textures needed for ship specific textures, but I was so disappointed with the Praetor texture (after being so happy with the model itself) that after some valid criticism I set out to reskin the ship from scratch.
Now there's a mix of tiling and non-tiling textures here, and repeating kitbash pieces using the same textures, the outcome after about 35 hours is a highly optimized and good looking texture, with kitbash pieces available that can be used on other ships without the need to uv or texture them, and a base tile that can be used in the same way. The textures look high res enough on the model that they should look good even when zoomed up close, something the large ships have always had issues with.
Eventually I want to redo the other large units with tiling textures as well, and with the smart materials I set up for the Praetor it should go fairly fast, however first I want to finish work on the squadron sizes and the ground overhaul. Currently the ship uses 6 2K texture maps in total, 3 of those are kitbash pieces and tiling to be used on other ships, 3 2K maps are praetor specific, which I'm very satisfied with given the outcome. This is still a lot of memory for textures, but when more ships start using the kitbash pieces, overall memory usage will go down severely due to multiple ships using the same textures.
All that's left to do now is to make a ambient engine glow mesh and the ship will be finished.
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