Posted: Mon Oct 01, 2012 12:12 pm Post subject:
APU [RA2/TS]
Subject description: Since its ppm's Birthday
Since its ppm's birthday so here is my Present to ppm!
it needs a cameo and ingame screenshot. Can somebody be kind enough to do that?
it has two versions, RA2 size with transparent shadows (they can be easily converted to vanilla RA2 shadows in Shp Builder) and TS size with TS like shadows.
ENJOY!
really great work
I allow myself to spotlight this in a flash.
However there are still a few minor things which can be improved
-the muzzle flash should use the last 16 colors of the palette which are always rendered in normal brightness and makes them glow nicely on darker maps
-the deathanims could be for all 8 facings, so the unit doesn't jumps to it's death facing, but dies according to the current standing position. (e.g. when facing north it wouldn't jump to southwest to then play the deathanim)
-a little bit more remap would be nice (especially on the back)
Another nice enhancement would be a crawl anim, though in this case you give it a limping anim and then use Cyborg=yes in rules.ini. This way the unit even has a damaged-walkanim.
You could also give it a simple slow-walk anim while the main anim keeps looking like a running unit. _________________ SHP Artist of Twisted Insurrection: Nod buildings
the muzzle flash should use the last 16 colors of the palette
These are pink in RA2 unitem.pal, if I recall correctly.
Graphically this is very impressive, but being so nitpicky I have to complain about the fully-exposed driver. You could just kill him with a pistol _________________ QUICK_EDIT
Would it be too much to ask for a 3D model of this? Preferrably with all of the animations. Only asking because that way it would be far more easier to recolor it to match what I would like to use it for . Could do a cameo for public use in exchange.
But yeah, no need to emphasis more that this is some epic stuff.
Crimsonum wrote:
These are pink in RA2 unitem.pal, if I recall correctly.
Nah, they're not. They work just fine, in the fashion LKO said too. _________________ QUICK_EDIT
Joined: 26 Feb 2010 Location: Inside my temple in Cairo.
Posted: Mon Oct 01, 2012 5:19 pm Post subject:
I have made a small sequence edit too, to us it as a direct replacement for the
GDI wolverine (as light vehicle) together with the other mech on this screen,
in my mod!
SCRN0004.PNG
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_________________ If you are a member of the NSA and you are reading this, then you should know, that too much curiosity killed the cat!!!
Wenn Sie ein Mitarbeiter des BND sind und das hier lesen, sollten Sie wissen, dass zu viel Neugier der Katze Tod ist!!! QUICK_EDIT
Cameo time. There's also a PSD file in the zip, where the soldier is one layer and sky, shadow & BG are one. Might help if someone wants a different background, or to recolor/edit the soldier.
Oh damn nice !! err since you released it may have this model please would like to see how rigs work because i dont have a single idea besides no one would like to read a long boring manual and to use it for my mod QUICK_EDIT
For the Vehicle Version it might be a nifty little touch up to instead maybe make it explode. And use FlameGuy as one of his animations. _________________ ~ Excelsior ~ QUICK_EDIT
Just gonna be nitpicky... but why was your Tesla Trooper suffering from Anti-Alias Syndrome while this one didn't? _________________ ~ Excelsior ~ QUICK_EDIT
i removed the background plane while rendering this and i had "AA against background" off too, which i didnt do with the tesla trooper _________________ <----- Clickable QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Oct 06, 2012 7:15 pm Post subject:
The conversion would be simple to do tho. Maybe later I will do those. I have experience and even palettes aimed for these stuff. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Posted: Mon Nov 26, 2012 11:46 pm Post subject:
Phantasm models
thanks very much..to LKO..
I am so jealous to these talented peopels. Any tutorial how to animate them from..say 3ds format into shp sequence..? I have download some free 3d characters like:
My dream actually was to convert my most favored Kane Wrath's Redeemer into TS shp format, complete with all necessary sequence.. oh boy.. it's haunting me for months of how to do that.
Or.. may be someone already do that...?
I really like mech/walker/robotic units but not 'the too humanoid' models.. QUICK_EDIT
i dont know much about gmax. sorry
but animations can be done with bones and/or IK.
the soldier inside the APU is a single mesh and uses bones and IK for animations, whereas, the APU is made of lots of separate meshes using IK (no bones needed).
as for the 3d model. i'll upload it here at ppm if i manage to bring its size down to 8 MB. currently its 18 MB zipped. any help regarding this will be greatly appreciated. _________________ <----- Clickable QUICK_EDIT
Well I suppose in theory you could use 7-Zip to compress the scene files into an archive using more powerful compression algorithm than basic deflate compression, namely LZMA. It should allow you to use it with zip archives too if I recall correctly. The problem with this approach is, that some programs might have problems decompressing LZMA zips. That, and I am not sure how effective it is on 3dsmax scene files. It probably wouldn't reduce size of texture (JPG/PNG) files at all, though.
Uploading the file somewhere else instead of putting it here as an attachment is probably more viable option, however. _________________ QUICK_EDIT
I wonder why it's that huge in the first place. 18MB zipped is gigantic.
Outgoing from the picture, the model is quite low detailed and consists mainly out of primitives. Only the soldier is a bit more detailed due to many round surfaces, but i doubt it has more than 100.000 polygons.
IK and HI solver, bones and other helpers don't take much space too and can be even quite well compressed when using zip on the max file.
So the only thing that can raise that much the size are ridiculously huge textures. Something along 2000x1000 uncompressed bitmaps. Though normally 3dsmax only links to them and not includes them in the max file.
If it's 18MB zipped, the max must be around 25-40MB big. A model of that size has to have more than 30-60 million polygons.
However the APU in the first picture can be done with less than 200.000 Polygons.
Unless you did 1000 copies of the model, one for each little frame, i have no clue how you achieved such a big max-file.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Nov 27, 2012 8:42 pm Post subject:
Starkku wrote:
Well I suppose in theory you could use 7-Zip to compress the scene files into an archive using more powerful compression algorithm than basic deflate compression, namely LZMA. It should allow you to use it with zip archives too if I recall correctly. The problem with this approach is, that some programs might have problems decompressing LZMA zips. That, and I am not sure how effective it is on 3dsmax scene files. It probably wouldn't reduce size of texture (JPG/PNG) files at all, though.
Uploading the file somewhere else instead of putting it here as an attachment is probably more viable option, however.
7Zip already uses LZMA2 in 7zs. Usual LZMA zips fail to open within WinRAR (Total Commander and WinZip can handle them well, even XP too IIRC) shown by Nikademis a year ago or more when I used that.
also, since I know how ImP models.... I simply just assume these are just that big polygons. QUICK_EDIT
Posted: Wed Nov 28, 2012 11:46 am Post subject:
Splitting 18 MB file
How about splitting that 18 MB file into, say, 6 files (each about 3 MB)..Before uploading them, make sure you check all of them by recombine them back and see if everything still intact..
Sorry if this request sounds too much.. QUICK_EDIT
the zone trooper could be simply converted to an shp because it already is quite detailed thanks to the texture. _________________ <----- Clickable QUICK_EDIT
Hello, is this your picture in the infantry material can give I use?I'm doing my MOD sought-after infantry material yuri's revenge.If you can please send me email 1159580226 @qq.com.If not sent, can you give me a file download link.Thank you very much!!!!!I am a Chinese, English is not good.Use translation software translation.Probably mean can see...
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