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 Forum index » Modding Central » Media Hut » SHPs
[RA2] Heavy Mech
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Aug 20, 2013 10:29 am    Post subject:  [RA2] Heavy Mech
Subject description: Based on Tiberium's Titan
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I made these mechs as a testbed for a bunch of SHP stuff throughout the process (from modeling to in-game shp handling).
And now you, the community, can have at least one of them.  The top left one, to be exact.  In four designer colours (orange is even one of them!).

As always, I am too damn lazy to throw in any ingames.  Here's a render instead.


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preview.png



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Last edited by Orac on Tue Aug 20, 2013 11:10 pm; edited 3 times in total

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Aug 20, 2013 10:46 am    Post subject: Reply with quote

Hmm the orange scheme is actually pretty cool. Nice work on it, simple but I'm sure will make it into a few mods. #Tongue
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 20, 2013 11:16 am    Post subject: Reply with quote

Nice work on the model.
The walk animation needs to be fixed though. It has one leg moving faster than the other, thus giving it a limping look.
(left leg takes 17 frames to move back, right leg 25 frames)
The forward moving leg should also lift more upwards. Even if this could be difficult to do due to the quite crouched walk style.

I think the amount of frames for one leg moving back shouldn't be more than 12 too. With such small steps and 17-25 frames for one step, the leg would have to move very slow ingame (about speed=2 or 3) to match the leg speed. (else you get the skating look)

Another improvement for TS: let a dummy sphere in approx the turrets size cast a shadow when doing the shadow frames. Since TS isn't able to render shadow frames for turrets, you would this way at least have a bigger shadow. Right now it could look a bit weird ingame, if the shadow is so small for the top of the mech.

Last edited by Lin Kuei Ominae on Tue Aug 20, 2013 11:23 am; edited 1 time in total

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Aug 20, 2013 11:28 am    Post subject: Reply with quote

I rechecked the keyframes and it seems to be consistent.  I suppose the timing issues could be fixed just by cutting a bunch of frames out of the shp.  The legs don't lift too much because otherwise no weight is implied, and the machine looks light as a feather.

Last edited by Orac on Tue Aug 20, 2013 11:31 am; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 20, 2013 11:30 am    Post subject: Reply with quote

just count the frames or let the anim loop and you see it.

\EDIT
legs that don't lift up that much make a mech look like it's not capable of all terrain movement imo. The slightest rock/bump and it wouldn't be able to move over it.


walkanim.gif
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framerate is consistent, yet left leg is moving faster than right
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walkanim.gif



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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Aug 20, 2013 11:49 am    Post subject: Reply with quote

I have counted, and I comprehend the issue.  I don't see it as a huge problem, being that the solution is to replace about 80% of the shp (something I am unwilling to do for a days worth of work testbed/public asset.)  It doesn't look particularly limpy in-game.

A mech is not capable of all-terrain movement, it's a pretty unbelievable concept.  I looked at real life walkers (of which there are very few #Tongue), and none lifted their legs overly much.  The terrain we see in TS and RA2 doesn't look too rocky (except for the rock terrain type, and there aren't many units that move over that).

Here is a partially fixed model, with a reduced loop of 35 frames.  Just bones for rigging, no IK.  If you feel like re-rendering the model then feel free.  As is, I hope this model gives happiness and is useful to some modders out there.

A tiny note on the shps, the last frame of the walk cycle on the allied and gdi versions lacks a shadow, I'll copy across the shadow from the orange version and update the rar when I feel like it, but until then it's a small fix which anyone who has already downloaded the files can fix themselves.


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Hassan_2030
Tiberian Fiend


Joined: 26 Feb 2010
Location: Inside my temple in Cairo.

PostPosted: Tue Aug 20, 2013 6:02 pm    Post subject: Reply with quote

Here is it ingame!


ingame_pic01.PNG
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ingame_pic01.PNG



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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Tue Aug 20, 2013 7:05 pm    Post subject: Reply with quote

I would say it fits Ra2 more than Tib:sun.
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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Aug 20, 2013 7:48 pm    Post subject: Reply with quote

um.....fits TS not RA2
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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Tue Aug 20, 2013 7:56 pm    Post subject: Reply with quote

Oh sorry I forgot to aim that the texturing job kinda fits Ra2 than TS
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Aug 20, 2013 8:46 pm    Post subject: Reply with quote

I would say it absolutely fits RA2, in lighting, texture and overall style. Just because TS had mechs doesn't mean this will fit in easily and nor does it have to.
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Exley
Commander


Joined: 09 May 2011
Location: X-Files

PostPosted: Tue Aug 20, 2013 9:04 pm    Post subject: Reply with quote

looks weird

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Tue Aug 20, 2013 10:22 pm    Post subject: Reply with quote

Good. Needs detailed textures.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Aug 20, 2013 11:11 pm    Post subject: Reply with quote

It was designed for RA2.  That's why I steered clear of frequently used designs, and is smooth texture-wise.

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blubb
General


Joined: 31 Jul 2005

PostPosted: Wed Aug 21, 2013 12:00 am    Post subject: Reply with quote

looks copied from universe at war.
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Aug 21, 2013 12:08 am    Post subject: Reply with quote

blubb wrote:
looks copied from universe at war.


Oh god I just noticed that now... Looks like that Novus Field Inverter
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blubb
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Joined: 31 Jul 2005

PostPosted: Wed Aug 21, 2013 12:51 am    Post subject: Reply with quote

Atomic_Noodles wrote:
blubb wrote:
looks copied from universe at war.


Oh god I just noticed that now... Looks like that Novus Field Inverter


haha, exactly! Very Happy
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 21, 2013 6:28 am    Post subject: Reply with quote

It's quite obvious the Titan from the canceled game Tiberium
But i guess after a while many designs look similar as it gets harder to create something really different when there are already so many.
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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Wed Aug 21, 2013 6:45 am    Post subject: Reply with quote

Well the design is also similar... although much more simplified and clean.


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blubb
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Joined: 31 Jul 2005

PostPosted: Wed Aug 21, 2013 8:21 am    Post subject: Reply with quote

yeah...novus...the alien ipod faction.
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HG_SCIPCION
Cyborg Artillery


Joined: 07 Jun 2013
Location: Perú

PostPosted: Thu Oct 10, 2013 2:40 pm    Post subject: Reply with quote

nice, but the texture is very clean.... in TS the texture of all is more dirty Wink.....
but is good work Very Happy
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Oct 10, 2013 9:43 pm    Post subject: Reply with quote

Well it was designed for RA2, so that's somewhat intentional.

Mostly I just wanted to make a mech but didn't have the time to texture it properly.  So RA2 to the rescue with 'stylistic choice" Very Happy

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HG_SCIPCION
Cyborg Artillery


Joined: 07 Jun 2013
Location: Perú

PostPosted: Thu Oct 10, 2013 10:06 pm    Post subject: Reply with quote

ook, yes yes.... is for RA2.... sorry... :p
ok good work
but the texture no is very good. Wink
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Ambersia
Medic


Joined: 25 Sep 2014
Location: China-Liaoning-Dalian

PostPosted: Sat Sep 27, 2014 6:17 am    Post subject: Fixed Reply with quote

I fixed this shp today moring.
Just give it Waleframes=42 and it can work perfectly.
Changed it walkframes to anticlockwise and fixed the shadow line problem. Razz


composer.shp
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fixed testermech

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Sep 27, 2014 9:23 am    Post subject: Reply with quote

you removed the standing frames = bad. Move them behind the turret, so you have in this order
1. walk frames (needs to come first for turreted SHP units)
2. turret frames (needs to come second for turreted SHP units)
3. standing frames (other anims can follow then)
Then the standing frames work too.

good work on making the legs rotate correct (clockwise)

you added a shadow bug on frame 712. The shadow doesn't match the unit anymore.


But good effort on making this useable. Approved! It's always a shame when something starts good and is scrapped right before its usable.
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X-Mech Calendar (28 Mechs for GDI and Nod)
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Ambersia
Medic


Joined: 25 Sep 2014
Location: China-Liaoning-Dalian

PostPosted: Sun Sep 28, 2014 3:52 am    Post subject: Reply with quote

....A day for 7 downloads,that's amazing for me..
Im shocked,really.
And thanks for your advice very much!
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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Tue Apr 21, 2015 6:53 am    Post subject: Reply with quote

Orange mech with both 42 and 21 walk frames.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Apr 21, 2015 10:49 am    Post subject: Reply with quote

nice job.

since right leg moving forward takes 17 frames and left leg moving forward 25 frames (thus the limping effect),
it would have been cool if your trimmed down version would have had 10 frames for both legs.
Currently on the 21 frames version the right leg moving forward takes 9 frames and the left leg 12 frames. Thus the limping effect is still present.

But anyway nice job on making it finally useable and fixing the frame order.
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Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Tue Apr 21, 2015 4:11 pm    Post subject: Reply with quote

Edit: Now it is with symmetrical 20 walk frames.


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DyordsTheBell
Civilian


Joined: 01 Dec 2016
Location: Manila

PostPosted: Sun Jan 07, 2018 3:40 pm    Post subject: Reply with quote

How to install that on my personal mod?

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