Tiberium lighting and roads

A problem with the tiberium in Tiberian Sun is that it always has exactly the same brightness, regardless of what ambient lighting the map has or what light posts are placed around it. Since the imagine of Tiberian Sun's tiberium mostly consists out of the tiberium crystal, it often still looks acceptable; this unfortunately isn't the case for DTA's tiberium however. Since the image of DTA's tiberium mostly exists out of the pod of the tiberium (in TS the pod is almost entirely covered up by the crystal), it actually looks hideous when the tiberium is brighter than the terrain around it and this forced mappers to always stick with the default lighting in the past.

Fortunately this is no longer the case in DTA 1.11 however, thanks to a hack from CCHyper. This hack disables certain properties of the tiberium, thanks to which the tiberium now gets affected by lighting like every other terrain object (overlay).

In this image you can see how the tiberium now looks with different lighting, with the default lighting at the top.

This hack did have a few downsides however; one being that tiberium can no longer be ramapable (meaning you can't configure the color for its crystals to use in rules.ini), but I could easily overcome this problem by replacing the remapable colors and thus making manually making different images for green and blue tiberium. As you can see at the top of the image, the green tiberium now looks exactly as it did in TD and the blue tiberium simply uses what available blue colors I had on the palette.
The other downside is that tiberium will no longer place a random patch when using the "Paint green/blue tiberium" tool, meaning the only way to prevent tiberium fields from looking repetitive is by manually mixing different tiberium patches by selecting them from the overlay list when placing a tiberium field on a map. This indeed gives mappers a little extra work, but the downsides are still heavily outweighed by the advantages.


Another thing that has changed is the roads. Whether you noticed or not, DTA's roads actually looked sort of blurry and the perspective of some of the objects next to the roads seemed a bit off, so I decided to remake both the temperate roads and the desert roads for DTA 1.11 (click the links to see the difference in a gif animation).

Re: Tiberium lighting and roads

I like it. Not a big clincher for me, but it's the small things that matter! Great job guys, keep it up! I am still spreading the word to old C&C players I know about this mod.

Re: Tiberium lighting and roads

Once you see some of the new maps that have been made you'll find this hack actually made a huge difference Wink
Take Rampastring's "Tunnel Train-ing" for example.

Re: Tiberium lighting and roads

I can't wait for this to be released. I tried the previous version and it was fun, but I did not think it was stable enough to do well. The AI sucked too, but they always have when it comes to Tiberian Dawn lol.
 

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