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Yuri Dual RPG Auto Soldier
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Jul 18, 2018 7:47 pm    Post subject:  Yuri Dual RPG Auto Soldier
Subject description: floating
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Smile The mysterious crystal on the back seems to be its source of power

There is a visual glitch that if an infantry fires a Burst=2 weapon it plays its firing frames twice so it's not good for an infantry to be a dual gunner

Spoiler (click here to read it):
[TNGD]
CameoPCX=tngd.pcx
AltCameoPCX=tngd2.pcx
Sequence=TNGDSequence
Crawls=no
Remapable=yes
FireUp=3
PrimaryFireFLH=100,50,100
[TNGDSequence]
Ready=0,1,1
Guard=0,1,1
Walk=0,1,1
Idle1=56,15,0,S
Idle2=71,15,0,E
Crawl=0,1,1
Prone=0,1,1
Die1=99,20,20
Die2=99,20,20
FireUp=8,6,6
FireProne=8,6,6
Down=0,1,1
Up=0,1,1
Paradrop=4,1,0
Cheer=86,13,0,S
Swim=0,1,1
WetAttack=8,6,6
WetIdle1=56,15,0,S
WetIdle2=71,15,0,E
WetDie1=99,20,20
WetDie2=99,20,20
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1
Panic=0,1,1



GIFMaker.org_BhCai1.gif
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GIFMaker.org_BhCai1.gif



ezgif.com-video-to-gif.gif
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ezgif.com-video-to-gif.gif



tngd.shp
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 Filename:  tngd.shp
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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Wed Jul 18, 2018 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's a nice idea, infantries without legs are more awesome and sci fi-ish

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Jul 19, 2018 2:02 am    Post subject: Reply with quote  Mark this post and the followings unread

PussyPus wrote:
That's a nice idea, infantries without legs are more awesome and sci fi-ish
Really?
I plan to make a legged version as Crystal Warrior

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Jul 19, 2018 2:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Any chance we could have a version of it without the muzzle flash? Could also help with masking/ignoring the visual bug with the firing animations.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Jul 19, 2018 4:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes there it is
No muzzle ver appended at the beginning
Spoiler (click here to read it):
[TNGD]
CameoPCX=tngd.pcx
AltCameoPCX=tngd2.pcx
Sequence=TNGDSequence
Crawls=no
Remapable=yes
FireUp=3
PrimaryFireFLH=120,70,150
[TNGDSequence]
Ready=307,1,1
Guard=307,1,1
Walk=48,1,1
Idle1=104,15,0,S
Idle2=119,15,0,E
Crawl=48,1,1
Prone=307,1,1
Die1=147,20,20
Die2=147,20,20
FireUp=56,6,6
FireProne=56,6,6
Down=307,1,1
Up=307,1,1
Paradrop=315,1,0
Cheer=134,13,0,S
Swim=48,1,1
WetAttack=56,6,6
WetIdle1=104,15,0,S
WetIdle2=119,15,0,E
WetDie1=147,20,20
WetDie2=147,20,20
Die3=147,20,20
Die4=147,20,20
Die5=147,20,20
Panic=48,1,1



tngd.shp
 Description:
Both muzzle fire and no muzzle fire

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 Filename:  tngd.shp
 Filesize:  313.59 KB
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 19, 2018 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

fix your lighting setup.
Light from southwest, shadows going northeast

Due to the missing lighting/shadowing, the shape is almost indistinguishable (just a grey mass).

Nice try on the death frames. Though the single parts fall a bit unnatural and seem to lack mass (they don't accelerate while falling and just move with a constant speed. They also don't bounce a bit off the ground when they hit it)
Since they fall apart, it suggests that an inner force (explosion) drives them apart, but for that they should start with a high speed and decelerate (due to air resistance) rapidly while falling apart.
If no explosion drives them apart, the parts should only scatter when the complete body hits the ground and shatters apart.

A walk anim would be nice, even if it's just the unit wobbling up/down a bit.

To show that it's floating (apart from the wobbling walk anim), one idle anim should show it floating up a bit and down again. Right now it's a fixed height object, where you have no clue why it is there (like parts are missing). The visual clue why it floats and how is simply missing (it's just nailed at that height).

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Jul 19, 2018 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shadow goes down below like other RA2 infantries, black and solid.
Does lighting need to match the shadowing?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 19, 2018 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Does lighting need to match the shadowing?

not necessarily. In favor of much better perception of depth due to well lit/shadowed areas and thus also higher contrast, it's ok to have a different light and shadow direction.
On small units it's not that easy to notice the difference anyway.

However, this unit is rather big (like a small vehicle) and thus it would be better for it to follow the correct shadow direction imo, as well as having correct transparent shadows and not the ugly black blob like other infantry.

Even on new generic small infantry i would suggest correct facing transparent shadows and not these ugly black blobs. But that's just me, as i dislike this cartoonish RA2 design.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Jul 20, 2018 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

This one is same size as Brutes but in RA2 even big as a TRex uses infantry setup if it's an InfantryType

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Artraiden
Medic


Joined: 23 Apr 2017

PostPosted: Sat Jul 21, 2018 9:05 am    Post subject: Reply with quote  Mark this post and the followings unread

He fly,like Rocket Soldier,or fly,like Yuri prime?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Jul 21, 2018 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Artraiden wrote:
He fly,like Rocket Soldier,or fly,like Yuri prime?
I considering both #Tongue



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walk.gif



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 22, 2018 7:11 am    Post subject: Reply with quote  Mark this post and the followings unread

since everything is comedic ridiculous in RA2, i would make the canvas bigger and have it fly like 100 pixel up in the idle, not only the subtle 1-2 pixel.
The idle anim movement is again pretty linear (like the death anim). When propelled up by the weapons, it would move a lot faster at the start, slow down towards the highest point and then accelerate again when falling down.
Work with the different key tangents in your 3d modeling program, not only the linear speed tangent.
info for 3ds max here     or here

Other than that, the anims are nice.

You could also play with some simple particle systems to give it some kind of engine stream, dust or some other nice effect.
e.g. use the shadow frames to give it some transparent dark dust/smoke while moving.


Another very nice effect you should consider adding:
-make the crystal alone as a separate render pass (give all parts other than the crystal the same color as the background)
-then use Image Shaper to give the crystal the glowing colors from the palette and combine it with the non-glowing unit

It would surely look nice on dark maps (hmm, don't remember if YR even has them?) with the crystal glowing.

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