From: Cologne, Germany
I stopped playing CC somewhere after CC2 or CC3 i think and I never checked out any of the mods, so I don't know if modders did anything in the gfx department (can you mod gfx of let's say buildings, trees, roads, bridges?).
Whatever, I'd say a more modern look can be achieved even if being restricted to the use of 16-Bit gfx.
Check this out:
I added a few graphics (using PS - i didn't invest too much time though, it was a "quick shot" to display what's possible), an imaginary V2-launch site at the top, 2 new types of rooftops, some wood, mud and debris next to the house on the left, a green plant on the ridge in the middle (this is a seperate layer, it's a real picture (not drawn) with drop shadow effect).
The green plants at the right bottom are copies of the green plant, and - although being on the same layer (so the drop shadow applies to each instance) - they are stamps using the "sample stamp" feature. This allows for photorealistic 1:1 copies, unlike the brush method which wouldn't copy the actual pixel infos - saved brushes just use the shape of the original. The sample stamp might be like the tube-feature in PSP, someone asked about that in another thread.
I also added debris/obstacles at the end of the street on the right side. This could simulate a part where the road turns into a track consisting of rough terrain. The image is derived from a large image showing a dry riverbed.
It's really easy to enhance CCWaR's graphics, I just don't know (yet) how objects like trees or plants are then put into the game.
Every layer here can be somewhat pixelated, so that it blends with the rest of the world. A good addition would be to use a 3D renderer to create top views of buildings and streets. These parts could then be retouched with PS filters, to regain some of the typical "CC-look".
< Message edited by GoodGuy -- 12/6/2008 4:42:29 AM >
General Anthony McAuliffe
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