some code for art.ini (the FireFLH's aren't found out yet, i hope someone else does this for me )
for rules.ini you can use the wolverine as a pattern, because both ATAT and ATST have no turret.
art.ini
I love the Nod ones but the GDI ones need other legs.
Uh yea and the AT-AT walks too smoth. it should walk more like the AT-ST...
yea and wheres the download?
NOW GO GET SOME SLEEP!!! _________________ Please, read the signature rules of the forum. Last edited by Denmon on Thu Dec 28, 2006 12:51 am; edited 1 time in total QUICK_EDIT
Nice. I love the walkcylce on the chicken waka. xD
just some minor things.
on the ATAT deathcycle, doesnt it seem just a tad slow? being a top heavy unit wouldn't fall much faster?
and Denmon pointed out theirs no shift in weight in the main body in its walk anim. since the body appears static, when compared to the rest of the unit.
well thats pretty much it. but great stuff none the less!! _________________ Delirium.. QUICK_EDIT
on the ATAT deathcycle, doesnt it seem just a tad slow? being a top heavy unit wouldn't fall much faster?
and Denmon pointed out theirs no shift in weight in the main body in its walk anim. since the body appears static, when compared to the rest of the unit.
the walkanim for the ATAT is fully intended to be this way. i took movie scenes from episode 5 (Hoth attack) and 6 to prove if it is really the way i did it. And in the movie the main body didnt moved up and down or from left to right at all. (due to the 4 legs and always 3 are on the ground it doesn't need to shift in any direction)
In Addition ingame it doesn't looks that smoth too, because there it never stays on the same pixel position on the screen while walking, except you follow it with your cam.
The death anim is ingame almost at the same speed like in the movie. (here as gif its only a bit slower so you can better see it) But if you want it faster, simply change the deathframerate= command in art.ini (but before doing this i would recommend to test it first by yourself ingame, if you haven't already what i suppose you didn't ) _________________ SHP Artist of Twisted Insurrection: Nod buildings
bout the death anim, it lands too smooth. If I was a super mega heavy walker and some nub would shoot me so that i would fall then i would probably bounce just a little when crashing to the ground. Not just hit and stop. But maybe thats just me.
Denmon0728 wrote:
Jåker wrote:
gufu wrote:
wow - evreone likes them - thought there is only one download
Thats is becuse it is for a game no one plays anymore. TS!
(very nice shp)
How dare you!? Shame on you!
Jåker? Svensk möjligen?
_________________ Please, read the signature rules of the forum. QUICK_EDIT
bout the death anim, it lands too smooth. If I was a super mega heavy walker and some nub would shoot me so that i would fall then i would probably bounce just a little when crashing to the ground. Not just hit and stop. But maybe thats just me.
Denmon0728 wrote:
Jåker wrote:
gufu wrote:
wow - evreone likes them - thought there is only one download
Thats is becuse it is for a game no one plays anymore. TS!
(very nice shp)
How dare you!? Shame on you!
Jåker? Svensk möjligen?
Hehe, same here (not saying I would fall hard).
Falling on its knees or whatever, it falls forward, I think it would look wierd for it being shot in the side, and falling forward. Maybe you should have it kinda fall forward and sideways. _________________
to make different deathanims isn't a problem for me, but TS allows only one. And that gets played all the time (no facing specific animation).
The way i made it fall forward was intended to be like the death anim in the movie where the ATAT's legs were tied up with the rope from the glider.
And due to its big size it doesn't bounce at all after hitting the ground, thats why it falls on the ground and then stays there. If you time it right with the final explosion you only see the ATAT fall and explode. MaxDeathCounter= needs to be adjusted to get this result. _________________ SHP Artist of Twisted Insurrection: Nod buildings
yeh tis good stuff, the cameos need a bit of work, but its looking quality in-game, and youve also got GDI and Nod, which favours each team, gr8 work mate. _________________ Soader, Drum N Bass!!!! QUICK_EDIT
I dont know any mech of them. do you have pictures?
I only made those two because they are that well known, i had movie scenes as a draft and i like them too.
Because i dont want to make a SW mod, i dont planned to do more mechs from sw. But if you know a good looking one that fits in TS as well, why not. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Lin Kuei Ominae plz if you make an other mech make them in ra2 size first and a ts version(smaller)
i dont like ra2. its so old school, childish and cartoonish. TS has a much better style, even if it has some major deficits with the engine compared to the ra2 engine.
thats why all my units are for (and ever will be for) TS.
But if there is a Total conversion that really replaces all stuff from ra2 with TS things, i'll make some for ra2 too. But since the engine from ra2 doesn't really support a TC to TS i will go on making units for TS.
Gosho wrote:
That AT-TE looks better than Mammoth Mk2 imho.
but wouldn't it be better to have it as a vxl? My ATAT really has some major problems due to the fact that it is shp. Because you only have 8 different directions it looks sometimes to jerky while turning or firing on a unit. Another problem is the FireFLH starting point for projectiles, that is off soon as the unit fires in a different direction than the 8 directions.
Thats why i think someone else should do this as a vxl. Including my ATAT.
btw. is that big cannon on top of the AT-TE a turret? and what does the TE stand for
ATAT=All Terrain Armored Transport afaik
ATST=All Terrain Scout Transport
ATPT=All Terrain Personal Transport
oh, and no i wont do the ATPT. its only a small ATST with nothing special. There is the AT-TE much more worth a thought.
Well, if you're willing to make it as a vxl, I won't complain. It'll be very cool to see GDI and Nod along side some classic SW units
Quote:
i dont like ra2. its so old school, childish and cartoonish. TS has a much better style, even if it has some major deficits with the engine compared to the ra2 engine.
thats why all my units are for (and ever will be for) TS.
But if there is a Total conversion that really replaces all stuff from ra2 with TS things, i'll make some for ra2 too. But since the engine from ra2 doesn't really support a TC to TS i will go on making units for TS.
RA2 and TS have the same engine. And RA2's version is updated. Plus, you can easily get all the effects from TS into it. Just make darker vision, get new, less cartoonyer buildings and a creepy music. And Voila! I really think you should do some RA2 stuff, if you feel like it. QUICK_EDIT
Well, if you're willing to make it as a vxl, I won't complain. It'll be very cool to see GDI and Nod along side some classic SW units
i dont wanted to say i would do them. I wanted someone else do these as a vxl.
Gosho wrote:
RA2 and TS have the same engine. And RA2's version is updated. Plus, you can easily get all the effects from TS into it. Just make darker vision, get new, less cartoonyer buildings and a creepy music. And Voila! I really think you should do some RA2 stuff, if you feel like it.
afaik you cant have a Firestorm defense, Ion cannon, cluster missiles and for sure some other stuff in RA2. And these are really needed for a full TS feeling.
btw am i the only one who thinks, that the maps in RA2 are simple and loveless styled? No stones, no different ground like rough earth, always simple green ground between simple gray pavement. Ok they are often city maps but that doesn't means all trees have to be the same, and ordered in a simple line beside the street. _________________ SHP Artist of Twisted Insurrection: Nod buildings
i dont like ra2. its so old school, childish and cartoonish. TS has a much better style, even if it has some major deficits with the engine compared to the ra2 engine.
thats why all my units are for (and ever will be for) TS.
But if there is a Total conversion that really replaces all stuff from ra2 with TS things, i'll make some for ra2 too. But since the engine from ra2 doesn't really support a TC to TS i will go on making units for TS.
oh comeone, they are so nice i want to use them
You may hate RA2 but do it anyway ,it is not harder or dont take any extra time if you made a larger version and then resize for a TS verion, they almost use same palette and with RP can it be changed. PLZ QUICK_EDIT
i dont like ra2. its so old school, childish and cartoonish. TS has a much better style, even if it has some major deficits with the engine compared to the ra2 engine.
thats why all my units are for (and ever will be for) TS.
But if there is a Total conversion that really replaces all stuff from ra2 with TS things, i'll make some for ra2 too. But since the engine from ra2 doesn't really support a TC to TS i will go on making units for TS.
oh comeone, they are so nice i want to use them
You may hate RA2 but do it anyway please ,it is not harder or dont take any extra time if you made a larger version and then resize for a TS verion, they almost use same palette and with RP can it be changed. PLZ
afaik you cant have a Firestorm defense, Ion cannon, cluster missiles and for sure some other stuff in RA2. And these are really needed for a full TS feeling.
btw am i the only one who thinks, that the maps in RA2 are simple and loveless styled? No stones, no different ground like rough earth, always simple green ground between simple gray pavement. Ok they are often city maps but that doesn't means all trees have to be the same, and ordered in a simple line beside the street.
You're right, FS Generator is impossible. Hunter Seeker, deformable terrain and veins are also not possible in RA2. But everything else is - Ion Cannon, Cluster missile, Chem Missile (similair) and many other TS stuff. Plus, the terrain can always be edited/replaced.
Besides, YR has something ever so cool - Rock Patch! QUICK_EDIT
and those are really important for a true TS feeling. Even if the hunter seeker could be made as a fake with slightly the same functionality.(building with long range weapon)
btw, how much bigger are Ra2 units compared to TS? Isn't my ATAT big enough? _________________ SHP Artist of Twisted Insurrection: Nod buildings
yes, as Gosho said, about 30% bigger
I tested your ATAT in YR and it was to small
If you have played Allieds Revenge there is a mech that looks little like ATAT but mutch larger, thats is the size
(There was no problem at all with the colours) QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Wed Jan 10, 2007 4:15 am Post subject:
There IS a problem with the Death anim... this is the animation of the way it fell when its legs got tied together.
I think it'd be much better to make the death anim like the scene where Luke plants a bomb in that other AT-AT. You know... you see something explode inside, and then it falls to the side.
Middle of this vid:
http://www.youtube.com/watch?v=X05L73Vt2_o
Though I personally think the exploding 'head' is way over the top. I'd personally prefer seeing something seriously explode in the side, then the legs giving up and then the whole thing falling to the other side. _________________ QUICK_EDIT
I think it'd be much better to make the death anim like the scene where Luke plants a bomb in that other AT-AT. You know... you see something explode inside, and then it falls to the side.
and how do you want to see anything explode inside or more under the unit, if C&C supports only a view from above?
And in which direction should it fall? N,NE,E,SE,S,SW,W,NW? Any idea?
It already looks weird that it always turns to SW direction and then falls forward, even if it stood NE before.
Unfortunately TS supports only one direction for the deathanim.
btw Does RA2 supports deathanims at all? _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Sun Jan 14, 2007 10:45 am Post subject:
Well, take the start frame of the current death anim, and from there on, make it fall towards the upper left corner. So from the unit's point of view, it falls to its right.
Lin Kuei Ominae wrote:
and how do you want to see anything explode inside or more under the unit, if C&C supports only a view from above?
See, THAT's why I added THIS:
Nyerguds wrote:
I'd personally prefer seeing something seriously explode in the side, then the legs giving up and then the whole thing falling to the other side.
So, just something exploding out of the side where you see it.
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