Posted: Tue Aug 20, 2013 10:29 am Post subject:
[RA2] Heavy Mech
Subject description: Based on Tiberium's Titan
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.
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 QUICK_EDIT
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 QUICK_EDIT
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
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 ), 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.
Joined: 26 Feb 2010 Location: Inside my temple in Cairo.
Posted: Tue Aug 20, 2013 6:02 pm Post subject:
Here is it ingame!
ingame_pic01.PNG
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271.43 KB
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16232 Time(s)
_________________ 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
um.....fits TS not RA2 _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
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. QUICK_EDIT
Posted: Sat Sep 27, 2014 6:17 am Post subject:
Fixed
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.
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. It's always a shame when something starts good and is scrapped right before its usable. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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