...you should turn on anti-aliasing for the shp. This way the details can be seen better. Also the antenna, that disappears on some frames because it's so small, should then be visible in every frame.
Another small thing that bothers me are the feet. They seem to be quite long in the shp. But in the render their length seems to be ok even it is hard to see on a front view.
Oh and not to forget: you should add the gun to the turret, since everyone hates the voxel version that is visible through the turret and jumps up and down while aming a target.
btw: i see here a spotlight candidate if the shp problems are fixed.
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Sun May 04, 2008 8:54 am Post subject:
Let me rephrase this.
SPOTLIGHT.
NOW.
who cares if it's not aa'd?
Honestly, this kicks the SHIT out of vanilla TS's titan. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
ok, i took again a look at it, and since it stands way above the other normal SHPs it gets its spotlight.
But i still think it should be finished and hope that the spotlight will help in achieving this. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 03 Nov 2007 Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;
Posted: Tue May 06, 2008 3:28 pm Post subject:
Only 1 thing is wrong for me on new version: That cannon is too small. _________________
Don't blame the others if you haven't checked your own (in)ability in the first case. QUICK_EDIT
The cannon looks indeed small, but i think the size proportion towards the mech is correct. It's just the small ingame resolution/size that makes it so small.
The big mech is unfortunately not usable ingame due to the turreted shp unit size restriction that can only be max 160x160 pixel.
But someone like machine is for sure able to use it with the downsizer, to make an antialiased version of the small mech.
The green dots are only, because areaSZ used the complete unittem.pal.
Here you can find an overview of the possible colors and also a download from IcySon55 of modified palettes without the unusable colors.
But finaly it's nonetheless a well deserved spotlight imo. great job areaSZ. _________________ SHP Artist of Twisted Insurrection: Nod buildings
can you export this as .3ds? I want to try it in Generals (or if you have renX, you can save me the hassal of converting to .w3d ). _________________ Please, read the signature rules of the forum. QUICK_EDIT
It's so awesome it makes the stars look ugly... (rewrite that and you got a hit with the girls xD)
But it's too big and the barrel is too small. I'll spawn a Garden Gnome ever 2 hours untill you fix it! So, make a smaller version with a bigger gun or the Garden Gnomes win. _________________ Please, read the signature rules of the forum. QUICK_EDIT
So what did you change? Made the barrel thicker on some frames on the small version? You didn't even fix the missing antenna on the big one. _________________ QUICK_EDIT
green patchs, missing colour, fixed shape , fixed antenta, fixed resize, blockiness removed, shadows fixed, thickened barrel. fixed facing errors, also fixed the intake and the remapable, purple dots....etc.
so yeah that was just a few fixes son
clours are confusing so some frames the antenna wasn't fixed fully _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Nobody will respond to such a newby question normally, but you can use the Titan code from regular TS... even pasting it on Twisted Insurrection (Add the titan to list, it's weapons, etc. too) QUICK_EDIT
Hi guys, similar newbie question, I can't seem to figure out how to code the stand sequence for this titan, any tips? Thanks!
Like the original TS Titan it has no standing frames.
Changing the code doesn't help, since there are no such frames in the SHP.
You can only keep the default TS Titan code. _________________ SHP Artist of Twisted Insurrection: Nod buildings
its too dark. it needs to be brighter. it blends in with the terrain because of how muddy it looks. can anyone fix the frames on my attached version so it works with standard tiberian sun without additional code changes?
its too dark. it needs to be brighter. it blends in with the terrain because of how muddy it looks. can anyone fix the frames on my attached version so it works with standard tiberian sun without additional code changes?
fixed it myself. it appears i had to delete a extra frame at the end of each walking animation facing different angles
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