Oh you know, a little of this, a little of that.
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Dawn of Victory is a modification currently in development for the RTS/4X game; Sins of a Solar Empire. It is a “total conversion” replacing the games original models, textures, UI elements, and gameplay to create an entirely new and original experience.

It is our goal with Dawn of Victory to “maintain depth, but shift focus”, taking the things that made Sins of a Solar Empire a truly enjoyable game, and apply them to a different set of rules.

Above all, the team behind Dawn of Victory is committed to only releasing a product we can be proud of. While we pride ourselves on the quality of our art assets and aesthetics changes, we hope the true value of our mod is the unique and engaging gameplay.

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The storyline behind Dawn of Victory was originally little more than an excuse to create what we thought would be a unique and fantastic backdrop for the game. Loosely based on the “WorldWar” series of books by Harry Turtledove, we wanted to take the atmosphere that made World War II games so compelling, and transport it into a space opera setting.

Over time however, our backstory has grown into an expansive universe, spanning over 300 years of alternate history. Our community driven wiki, dedicated to the story behind the mod has grown to over 500 pages, with hundreds of individual contributors.

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  • New Ship Classes: Corvettes, interceptors, and more.
  • Redesigned Combat Model: Small caliber weapons may be effective against strike craft and frigates, but against heavy armor they won't make a dent.
  • Original Art Assets: Different factions have unique architectural styles and approaches to ship design. All assets have been created expressly for the mod.
  • Enhanced Ship Customization: Mount different equipment on your ships to achieve greater tactical flexibility.
  • New Doctrine Trees: Specialize your faction's approach to combat and more through purchasing unique abilities and bonuses.
  • Redesigned User Interface: The game's interface has been reimagined to fit both the style and gameplay changes inherent to Dawn of Victory.
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The Soviet Union relies on overwhelming firepower rather than subtlety to achieve victory. Soviet frigates and cruisers are well rounded and cost effective, but the true strength of the Red Fleet lies in its capital ships. The Soviet economy is vulnerable however, and must be protected until it is in a position to dominate.
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Kriegsmarine corvettes and frigates are the mainstay of German strategy. When properly deployed they can harass and intercept enemy units before escaping serious retribution. By denying their opponents the room to expand, the Greater German Reich can force their enemies into a vulnerable position before delivering the final blow with cruisers and capital ships.
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The Democratic Federation combines the best elements of the American, Andrean, British and French fleets. Large numbers of specialized ships are available, and when properly coordinated, become effective against nearly every threat.

 

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Applicants would ideally be familiar with UV mapping, and be proficient at recognizing existing unit styles and applying them faithfully either from a concept or working with a group to come up with a design. Models typically range from 1k to 6k polies. Each unit mesh will have only only one UV channel, as the engine limits us to one texture per mesh.
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Applicants should be familiar with normal and specular maps and have a commitment to detail. The art direction of the mod calls for mostly realistic texturing with some room for stylistic exaggerations; experience with generating "greeble" and weathering are a must. Texture resolutions range from 1024 square to 4096 square.

If interested, please send an email to staff@dawnofvictory.com. Please include either some samples of your work or a link to your portfolio.


Comments (Page 12)
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on May 30, 2011

Yeah. I understand that, and that does make things more complicated. I think a way around that complication might be to look ahead and say, "Okay, we're going to test some stuff/have a game, maybe we might have a decent recording out of this..."  and record (at least in specific battles or events) in the anticipation that you might have something usable out of it, and later on in edit time when making the video you can mesh the recordings together and post-record to fill the holes. That's what I would do at least, but you probably don't have the drive space like I do to just store recordings like that.

Just a suggestion, and I understand that your logistics probably wouldn't be able to accommodate something like that.

on May 30, 2011

Thanks for your suggestions and you have some valid points but the purpose of that video was to show the gameplay of DoV while providing a relatively stable narrative so people can follow along with how that battle was progressing.

Sins isn’t like Starcraft where a spectator can still understand what’s going on even when the player is in the midst of fighting a battle. I would have preferred to record it as it was happening, but it wouldn’t have been as interesting or useful to someone who hasn’t had any time actually playing the mod and doesn’t know how everything works. Add on top of that, the immense scale Sins has and I’d spend half the game trying to get the camera in the right place to actually show the action, never mind actually directing my ships.

As for audio stuff, that’s probably my weakest area, I did run it through soundbooth to even it out and remove the background noise but I know sometimes it sounds different on headphones vs speakers vs whatever. I guess I could have used a shotgun mic or something but I didn’t wanna have to set up a bunch of equipment when there’s a perfectly mediocre microphone attached to my headphones.

IskatuMesk
Yeah. I understand that, and that does make things more complicated. I think a way around that complication might be to look ahead and say, "Okay, we're going to test some stuff/have a game, maybe we might have a decent recording out of this..."  and record (at least in specific battles or events) in the anticipation that you might have something usable out of it, and later on in edit time when making the video you can mesh the recordings together and post-record to fill the holes. That's what I would do at least, but you probably don't have the drive space like I do to just store recordings like that.

Just a suggestion, and I understand that your logistics probably wouldn't be able to accommodate something like that.

Again this really doesn’t work too well for Sins. We did something sort of like this for one of our trailers and it ended up being a huge waste of time. You can pause the game, set up your shot, and unpause rather than waste 3 hours going through unusable footage.

 

on May 30, 2011

That was the best Sins battle summary and narration I have ever seen.  And the Stalingrad clip should be a full extended trailer darn it!

...except you talked really, really fast.

 How did you guys make the Stalingrad vid?  I see the stock footage and hear the Russian chatter in the background.  How did you get the elements and put it all together with your models?

on May 30, 2011

Hah, I don't know what the deal is with everyone saying I talked fast. I'm fairly certain that's how I sound even when I'm not recording audio for gameplay previews.

Stalingrad video was just me messing around in After Effects trying to figure stuff out, wasn't originally planning to release it but I thought it looked cool.

It would take forever for me to tell you how I did it, but here for reference is how it originally looked.

 

http://public.dawnofvictory.com/swiss/Temp2/testlive1.png

 

on May 30, 2011

Actually, I thought your mic quality was quite good - definitely better than that of most casters I critique for sure.

The points you raise are valid, though I'm not familiar with Soundbooth. A compressor is basically a filter that alters volumes based on how loud or quiet they are. Depending on the profile you use, it will basically lower the really loud "peaks" and raise the lower peaks. The end goal is to end up with very little disparity between all of the peaks.

On headphones the effects of the volume levels are very different I find, usually much less noticeable. But on speakers they are definitely noticeable. I'm a bit anal about these things as I deal with the subject daily, so I apologize if I seem naggy or overly negative.

on May 30, 2011

Swiss Knight

It would take forever for me to tell you how I did it, but here for reference is how it originally looked.
 

After Effects explains it all.

I also do regular public speaking and trust me, you talked fast.  You could actually slow it down in  audacity by close to fifty percent I bet and still sound natural.

It's pretty common to talk like you think--and that's usually faster than people hear.  I spent a few years teaching myself not to do that.

Still a great job and great looking mod.

on May 31, 2011

Yo Swiss, i saw those bits of concept art over at moddb with the german heavy cruiser. Have you guys actually modeled/ textured it yet? or is it still just concept?

on May 31, 2011

Swiss Knight
Greetings comrades, we're gonna be showing off some gameplay in video form for the first time here, so you can get a sense of how DoV actually plays.

In this after action report, I face off against hydrocarbon in a typical mid-game battle.

Keep in mind this footage comes from the alpha build of the game, it includes some placeholders and other crap.

For reference:

Slavny Light Cruiser: Multirole cruiser that's effective against frigates and corvettes.

Retivvy Medium Cruiser: Basically a bigger meaner version of the Slavny, effective against other cruisers.

Aurora Torpedo Cruiser: Long range torpedo ships the does tremendous damage to enemy cruisers.

 

LMFAO Swiss... geez... make me laugh at the end of that video

on May 31, 2011

I've been looking forward to this mod since it was first announced and its looking great so far!

on Jun 02, 2011

I remember my dad telling me about this mod when I was a little boy.  My grandchildren will be so excited when they see it released.

on Jun 02, 2011

Haha, very funneh.

on Jun 03, 2011

 

Operating more spacecraft then the 6 largest American, French, and British airlines combined, Aeroflot is synonymous with Soviet civil aviation. While officially a commercial enterprise, Aeroflot is part of the Soviet Air Force’s strategic air reserve. During wartime 70% of Aeroflot aircraft are capable of being absorbed directly into the armed forces, ready to provide immediate airlift support.

on Jun 03, 2011

In Soviet Russia... nah screw that joke it got old when Yakov Smirnoff stopped telling it.

More nice lore, good stuff.

on Jun 03, 2011

Awesome image, love the logo! Background planet done inhouse?

on Jun 06, 2011

Background planet was an image mapped onto a sphere or somesuch for the specific purpose of the render.

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