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Yet more pictures of the Conflict mod - Ordos-Tleilaxu Alliance (replaces Ordos)


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Posted

The pictures show the main change to the Ordos side in Conflict, in that the early buildings are all Tleilaxu.

In addition to the standard Ordos units the TL Contaminator and the TL Leech can be built. The main Ordos differences are:

The Mortar unit is now a deployable Deviator trooper (needs Research centre), the Deviator has homing missiles and the Kobra tank has been replaced by a toxic poison-gas Catapult tank. In addition the Research Centre uses a modified Hanger model and the new ORHanger uses a modified ATHanger model. (To be shown in later pictures).

To balance the gains and losses with unit strengths all Tleilaxu buildings have self repair.

More Ordos-TL pictures to follow.

[attachment deleted by Gobalopper]

Posted

Here are the pictures of the Ordos Hanger and Research centre.

Plus a picture of some of the new incidental buildings including a Smuggler building.

[attachment deleted by Gobalopper]

Posted

You know, of all the screenshots I've seen I think these are the best looking (the others are awsome too)

Have you tried working with the purple color (#FF00FF) to simulate some sort of transparency for the buildings which didn't have it by default (like the Hangar) ?

Posted

;D

When I was trying out various combinations of units I had for a while the ORHanger model as a Tleilaxu Research Centre and turned the maingirder/largegirder textures into transparent tl based red-ish coverings (based on the Red TL-cover texture). The problem was that when I then changed a number of the other building textures transparent is that you could see how the internal xbf boxes and cylinders made up the overall structure and spoiled the effects.

As I then decided is was best to use all of the Ordos units including the Deviator hover tank, plus an Ordos Deviator Kindjal unit, the Factory, Research centre, Hanger, Starport and Chaos Weapon had to use "standard" Ordos textures so I abandoned the TL Research building.

What I have done that is not obvious from the TL pictures is convert the standard !fv_window_128 texture from black to the 0 0 ??? blue colouring and defined it as a =!..... style texture file. What this does is allow the texture to be both transparent (the ! coding) and display house colour (the = coding).

The reason I then show the next damage level is that I found yet another EBFD inconsistency which is that any defined transparent file that includes the purple (#FF00FF) colour immediately completely (100%) disappears! This is why the EBFD programmers use a white outline on the original !fv_window_D_128 to give a blackened area (a bit of hard coding there by them).

To get round this I created a =fv_window_D_128 texture that included some black burn areas and the white out area I turned the purple colour, the result is as you see - partial damage (holes where the purple is), some burn damage (where the black colouring is), plus the rest of the transparency is now a white/greenout - just like a window that has been shattered and is all crazed over.

Of course I then found that the TLFleshVat looked like it had holes in the body membrane but was still full of moving water. So the next step was to edit the TLFleshVat_H1 so that the water textures (10 textures) were not called and now the damage looks to have drained the FleshVat of it's internal fluid!

So a lot of work, but as you are impressed then it's been worth it.

My task now is to get on and finish the icons (yawn) and get the mod out to you all!

Posted

;D

When I was trying out various combinations of units I had for a while the ORHanger model as a Tleilaxu Research Centre and turned the maingirder/largegirder textures into transparent tl based red-ish coverings (based on the Red TL-cover texture). The problem was that when I then changed a number of the other building textures transparent is that you could see how the internal xbf boxes and cylinders made up the overall structure and spoiled the effects.

And the roofs? As far as I remember a part of the interior of the building has textures (because of the opening in the building where the units exit)

But you sure did some research, it is nice to see what results that brings.

My task now is to get on and finish the icons (yawn) and get the mod out to you all!

He he, making icons is usually repetitive work. I don't know what graphics program you use, but if you have the gradient tool you could use it to make the backgrounds of the icons look more diverse.

Posted

He he, making icons is usually repetitive work. I don't know what graphics program you use, but if you have the gradient tool you could use it to make the backgrounds of the icons look more diverse.

Thanks for the tip. I tend to use an old version of Paint Shop Pro (v 3) as the newer version I also have (8.1) messes up the tga files when saved.

I am now using both and have tried out your suggestion...

...what do you think?

[attachment deleted by Gobalopper]

Posted

:O

I see what you mean - the colouring enhances ehile highlighting the house that the unit/building comes from...

...funny I did think about having different background colours for each house when I could only do the single colour.

Now that I know about the gradient texturing I'll just stick with that.

Thanks again for the suggestion.

  • 4 months later...
Posted

I have changed the Ordos Res Centre into the Landsraad Factory for design/play reasons.

The TLFleshVat now delivers:

Leech-Scout

Contaminator

TL Worm (sort of Gu maker)

Leech

I am stuck at present with what to do with an engineer as all the spare TL units - Walker and Transport are too big to be an engineer.

Deviator at present coming from Factory again, but needs NewResCentre. NewResCentre is based on the old ORPalace that is used as the Hall of the Executrix. This is where the infantry-deviator comes from presently. Need construction model so using the ORPalace (Chaos) HC model. See picture

Have to make new Hall of the Executrix so probably use an OR version of the ATPalace model I have already tried out in past.

I am considering making the Contaminator an armed Scout unit (Corrino have an lightly armed sard scout unit now) and the smaller Scout-Leech the engineer. The ORDustscout could then be used as a light anti-infantry fleshvat unit.

so it would then be:

Contaminator-Scout (slow but with stealthwhenstill and contaminator weapon)

TL DustScout

TL Worm

TL Leech

TL Leech-Engineer

The factory could then be:

LaserTank

APC - change missiles to poison-gas tipped (but short-range) so can kill infantry and leave small poison-gas based inkvine splat

Poison-Gas InkVine - poison-gas fluid kills infantry and vehicles

Deviator (with ORResCentre) - now with accurate missiles.

ORResCentre gives:

Deviator Kindjal unit

ORHanger gives:

OROrni fighter

Deviator Flyer (with ORResCentre) with accurate missiles.

This means that each side would have quite different play-styles which I prefer.

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