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 14)
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on Jun 10, 2011

It actually deploys from our colony ship type thing, there's also a Aeroflot civilian variant used as a supply ship.

on Jun 10, 2011

Swiss Knight
It actually deploys from our colony ship type thing, there's also a Aeroflot civilian variant used as a supply ship.

Ah. Very cool.

on Jun 12, 2011

on Jun 12, 2011

Swiss Knight
AWESOME PICTURE

Did I mention you're my favorite modder?

on Jun 12, 2011

all credit needs to go to our 3d guy Silver Mobius, I just post these pictures.

on Jun 12, 2011

I spot a somewhat classic Soviet civil registration number on that shuttle. I say somewhat classic as I know that type of system was used before/around WW2, though not sure if or for how long it was in usage afterward. I'm assuming you've figured out how to code in multiple shuttles (aka. with different registration numbers)?

Do excuse the nitpicking... I just really like that pic of yours.

on Jun 13, 2011

Individual markings on ships are highly unlikely, given how Sins engine works. But that's a minor detail.

Again, very nice work, I love the detail on the textures and how crisp they look!

on Jun 20, 2011

on Jun 20, 2011

Look out Sickle-Two-Two! You nearly crashed into the crazy neon orbital thingies!

 

Very nice. Detailed smoke trails (would they even look like that in space? Hmm...) and nice models. BTW just asking from looking at the quality of the screenshots, are we going to need to turn our settings right down to be able to run this mod?

on Jun 20, 2011

Oatesy03
(would they even look like that in space? Hmm...)

Maybe if it's a chemfuel booster, a la the Space Shuttle or the Saturn V. A plasma drive of some sort would leave a trail, AFAIK; OTOH, I don't think it would be visible to a human eye. Generally speaking, you get "plumes", but not trails, AFAIK.

Oatesy03
BTW just asking from looking at the quality of the screenshots, are we going to need to turn our settings right down to be able to run this mod?

IIRC the mod team have said that we'll need somewhat beefier systems than normally run Sins. That said, I'd say that if you have a computer capable of running, say, Dawn of War 2 at mid to high settings, then you're set.

on Jun 20, 2011

I think the particle limit would prevent the smoke from ever causing some kind of a slowdown. My computer is not exactly optimized for sins and particles start vanishing long before they cause a slowdown.

on Jun 22, 2011

it's a good thing the particle limit is quadrupled in user.setting during installation then

on Jun 22, 2011

o rly? You can raise it?

 

... Why did no one tell me?! Time to start throwing numbers!

on Jul 03, 2011

on Jul 03, 2011

The sheer awesomeness of that picture is unable to be expressed by myself.

So I'm going to instead offer to play your mod slavishly, upon its release.

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