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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Dec 13, 2015 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Inspired by this thread, I've thought of the following request. Could you make a new animation for the missing speed powerup? I had an idea of a spinning wheel (sideways, not perspective) that would suddenly accelerate, maybe creating smoke, sparks or even flames? Maybe something similar to this.

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Dec 13, 2015 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll add that to the TS remakes list.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Dec 30, 2015 11:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Using some of these in Scorched Earth Smile



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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Mar 19, 2017 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Another freebie, 32 direction flamethrower flame:



flame03_01.gif
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flame03_01.gif



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 Filename:  flame03_01.zip
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Mar 19, 2017 9:29 am    Post subject: Reply with quote  Mark this post and the followings unread

looks very cool. The colors and animation is great.
However the inner detail size is too big. It makes it look like a small flame very close to the camera and not a big flame very far away from the camera.
Can you increase the number of inner details and also make the inner details smaller, like break up the big flame more into many smaller flames?

Right now i would say it only works when resized down to 30% so it can fit to a normal TS/RA2 flame thrower infantry, which then has a close 1 cell range attack.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Mar 20, 2017 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

toasty

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Mar 20, 2017 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks great but since the flame source continues so long, this only seems applicable to something that doesn't rotate away quickly, and likewise against a target that doesn't move quickly too.

I would like to see this at 2/3 scale where the flame source gives out sooner...

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Mar 21, 2017 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Looks great but since the flame source continues so long, this only seems applicable to something that doesn't rotate away quickly, and likewise against a target that doesn't move quickly too.


Yeah, while this looks great, in the vanilla games (not sure about ORA), it's not very practical and might look bad if the unit shooting the flame starts moving (i.e. when its target moves outside its range); the firing anim sticks to the unit and moves along with it #Tongue

Hmm, could you also render one with a lighter smoke or none at all? I tested this in Tiberian Sun and the dark smoke looks rather out of place. It could be just a matter of taste, though.

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Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Tue Mar 21, 2017 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

DonutArnold wrote:

Another freebie, 32 direction flamethrower flame:


Its for RA2:YR? How can code it? I try to create and code flame animation but i fail...  Sad

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Fri Mar 24, 2017 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Use it as a Firing animation, and depending on how many faces it has, code the Artmd.ini with Facings=**,And don't forget the Frames!! and as for the firing anim, MAKE SURE YOU ADJUST THE FLH OF YOUR TURRET/UNIT/INFANTRY, or else it would look weird...

EDIT #1: Make a new Weapon too!! (Duh?)

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WinterKonata
Medic


Joined: 28 Sep 2016

PostPosted: Tue Dec 12, 2017 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

does anyone has the shp file for that 32 facing flamethrower flame? i tried to import it numerous times but shp builder always freezes

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Tue Dec 12, 2017 8:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had the same thing with long files. Just wait a minute or two and it should be imported. It depends on your computer, I think. Do not touch it while it imports.

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WinterKonata
Medic


Joined: 28 Sep 2016

PostPosted: Tue Dec 12, 2017 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

im not touching anything while im importing but unfortunately it really freezes for like 2 seconds... and my computer isnt really that good i only have 2gb ram

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Dec 13, 2017 12:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I was able to make a SHP out of it fine with XCC Mixer, but SHP builder I ran out of memory as well with 8gb of ram. I feel like there may be a limit in SHP Builder as to how much it will allocate, but 2gb is really not much. Anyway, batch recoloring the blue to pink on all the images then using XCC Mixer to make it into a SHP should work.

EDIT: Annoying, but managed it all in XCC Mixer.



flame03_01_.shp
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 Filename:  flame03_01_.shp
 Filesize:  3.04 MB
 Downloaded:  142 Time(s)


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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Dec 13, 2017 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

It took over half an hour to import but it worked for me, I've got 32gb to work with tho...

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Dec 13, 2017 9:24 am    Post subject: Reply with quote  Mark this post and the followings unread

It only took few minutes with SHP Builder for me, but it takes far less time
with LKO's ImageShaper.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Dec 13, 2017 9:50 am    Post subject: Reply with quote  Mark this post and the followings unread


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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Dec 13, 2017 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can create them from 1 file like:
[FLAME03_NNW]
Image=flame03_01_
Start=0
End=9
Rate=500

[FLAME03_N]
Image=flame03_01_
Start=10
End=19
Rate=500

etc.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Dec 13, 2017 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
You can create them from 1 file like:
[FLAME03_NNW]
Image=flame03_01_
Start=0
End=9
Rate=500

[FLAME03_N]
Image=flame03_01_
Start=10
End=19
Rate=500

etc.


Doesn't actually work, not in RA2/YR at least. Believe those keys only get used with animations that play more than one loop, if even then.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 17, 2017 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Start, End should work fine. I would be very surprised if they messed up these working keys when adding RA2 stuff to the TS engine.

Some of the vanilla RA2 anims even use them (without the Loop* keys), like NAIRON_FD

LoopStart and LoopEnd are only used for defining the loops start and end frame, but not where the SHP should start or end playing. For that are Start and End, which are by default Start=0 and End=#frames_in_SHP.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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