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Saver/newfactoriesrework#7009

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Saver27 wants to merge 4 commits intoFAForever:developfrom
Saver27:Saver/Newfactoriesrework
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Saver/newfactoriesrework#7009
Saver27 wants to merge 4 commits intoFAForever:developfrom
Saver27:Saver/Newfactoriesrework

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@Saver27
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@Saver27 Saver27 commented Feb 10, 2026

### Redesign of all HQ and Support Factories 2.0

As described in the forum post (https://forum.faforever.com/topic/5790/redesign-of-all-hq-and-support-factories), the first step towards redesigning the factory models was started some time ago. Since this work was unfortunately never completed, I have picked up the project again and continued it.

Overview of Changes

All models were recreated and adjusted based on the FAF templates, enabling upgrades to HQ and Support factories

All models now have their own build animations

LOD1 models were largely adjusted to match the new LOD0 models

### Specific Changes
Build Area of Naval Factories

The required build area for all naval factories has been adjusted.
This change is based on the observation that when an existing factory was upgraded to a higher tech level, the build footprint shifted once the mesh expanded.

This adjustment prevents this issue/effect from occurring (see forum post
https://forum.faforever.com/topic/5790/redesign-of-all-hq-and-support-factories/26).

Visual Adjustments to Aeon T3 Naval Ship Construction

As described in forum post (19), the Mercury Pool visuals were displayed disproportionately large compared to the ships.

These visuals have now been adjusted to better match the ship sizes (https://forum.faforever.com/topic/5790/redesign-of-all-hq-and-support-factories/63).

Added Death Animation for Seraphim Naval Factories

While creating the death animations for the Seraphim faction, it was discovered that the animations were not being played.
This issue was fixed by adding the PlayAnimation(...) function to the relevant scripts.

See: (https://forum.faforever.com/topic/5790/redesign-of-all-hq-and-support-factories/90)

Adjustment of TargetBones for Land and Air Factories

During testing, I noticed that some units were unable to damage certain factories as intended. Since no changes have been made to the hitboxes so far, this issue is likely caused by the reorientation of various bones in the updated models.

2222

To verify this assumption, several tests were conducted with modified configurations. As a result, the UEF, Aeon, and Cybran factory models now use the following configuration:

AI = {
TargetBones = {
"Attachpoint",
},
},

I would suggest revising the hitboxes of the land and air factories. Since this issue was only briefly mentioned in the forum post, here are a few images to illustrate the point more clearly.

3 4 5 6

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@Saver27
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Saver27 commented Feb 11, 2026

While reviewing the files on GitHub, I noticed several issues (e.g., incorrect spacing and unwanted symbols). Additionally, some values were modified since my last update that were not intended to be changed (e.g., HP).
I will review the data again and correct these issues accordingly.

@BlackYps
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Very nice writeup on the changes, good job!

Lowercase file paths
Revert whitespace changes
Revert changes to copyright symbol in unit scripts
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Aeon factories reviewed:
Aeon T1->T2 land factory upgrade detaches the left arm which looks weird because its physically impossible and the factory becomes asymmetrical during the upgrade. Not sure about the solution, it is a difficult problem.

Aeon T1 navy fac water effects and hitbox do not match the mesh.

Image

Do you know if Scrolling = true was used on the aeon factor lod 0 meshes?

@Saver27
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Saver27 commented Feb 21, 2026

@IL1I1 thank you very much for your testing.

Aeon T1 Land Factory Upgrade

Unfortunately, while creating the animation, I couldn’t come up with a better solution than the current one. Previously, both roof elements kept their positions during the upgrade process.

Since the tower positions change in the T2 HQ and Support models, I considered this approach to be the most reasonable way to visually represent the upgrade.

I may revise the entire Aeon Land Factory model again. I’ve received feedback from multiple sources expressing the wish for a model that more closely resembles the original design from before the changes.

Aeon Naval Factory – Hitbox / Effects

I have not implemented effects of this kind in the project so far. However, I am still aware of the hitbox issue.

If I decide to adjust the hitbox, I would also review other hitboxes as part of that process, since some of them do not fully match the updated model.

Description

The following hitboxes need adjustment, as they currently do not properly match their respective models:

Affected Units

Cybran Land Factory
The visual model is significantly wider than the current hitbox.

Seraphim Air Factory
The T3 hitbox should be applied to all tech levels, as the base structure of the model remains identical.

Aeon Naval Factory
The hitbox should be reduced to match the actual model size.
Note: Additional testing is required to ensure that the previously described bug is not triggered again.

Expected Behavior

Hitboxes accurately match the visible model dimensions.

Consistent hitbox structure for units sharing the same base model.

No regression of previously identified bugs.

To Do

Increase width of the Cybran Land Factory hitbox

Apply T3 hitbox to all Seraphim Air Factory models

Reduce Aeon Naval Factory hitbox size

Perform regression testing for the known issue

Below is a short overview along with images of the currently used hitboxes in the game.

Lines marked in yellow indicate a deviation from the other tech levels of the same
model.

5 6

7

3 4

8

1 2

9

Factory Hitbox.pdf

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