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SCUD Storm
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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sun May 02, 2010 7:07 pm    Post subject:  SCUD Storm
Subject description: the possibilities.
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I was thinking about a nice SW and I came at the idea to create a SCUD Storm. But before I am going to make one, I want to know if this is possible?
I was thinking to put it on a LightningStorm clone. Putting the missiles of the SCUD at the storm clouds, going down. It is going to be a structure for Yuri, for another country. I have NPSE, that should be enough specs to tell me if it is possible or not Wink

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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Sun May 02, 2010 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, i think its possible and an good idea, you just need to make the animationm don't look strange and your done. Very Happy

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Sun May 02, 2010 9:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

So easy it's not even funny.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun May 02, 2010 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Probably wouldnt be a bad idea to use a MultiSpecial clone for this, using the V3 missile as a projectile with Burst 2-4 and Cluster 3-5. It would probably give you one heck of a ScudStorm

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Sun May 02, 2010 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not really because it's not representative of one. It needs to be scattered like a lightning storm.

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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Sun May 02, 2010 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried an long time ago something related, an new SW where it came 10 boomer misiles full of radiation to the target, i can't remember what was the problem tough, but i got relly sad that haven't worked, now i think i will copy your idea. #Tongue

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon May 03, 2010 3:01 am    Post subject: Reply with quote  Mark this post and the followings unread

HTX wrote:
Not really because it's not representative of one. It needs to be scattered like a lightning storm.


yeah, I guess he could just replace the lightning anim with an image of a scud missile, though I think it would look wierd seeing a weather storm rain Scuds, Very Happy

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Mon May 03, 2010 3:50 am    Post subject: Reply with quote  Mark this post and the followings unread

just replace the cloud anims with missiles that drop so then the lightning bolt can be a smoke anim, then the explosion can be whatever.

or use dummies that are invisible. whatever. :p

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Mon May 03, 2010 7:22 am    Post subject: Reply with quote  Mark this post and the followings unread

The idea is to have seperated SCUD missiles and still having the LightningStorm. So, not replacing but creating new ones. You see:
LStormSound=WeatherIntro ;Sound when weather controller storm starts.
LStormSounds=WeatherStrike ;Sounds for various lightning bolts.
LStormClouds=WCCLOUD1,WCCLOUD2,WCCLOUD3 ;The clouds used to show
LStormBolts=WCLBOLT1,WCLBOLT2,WCLBOLT3 ;The lightning bolts used to show
LStormBoltExplosion=EXPLOLB ;Bolt explosion

It is possible to have it seperated! Good news, now I can start on my work Very Happy

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Last edited by Comr4de on Mon May 03, 2010 2:55 pm; edited 1 time in total

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Mon May 03, 2010 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

f

Last edited by Comr4de on Mon May 03, 2010 2:54 pm; edited 1 time in total

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Mon May 03, 2010 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is my first screen of the YASCUD. I think I am going to need a bit of help around the animation parts. But as you can see..

...I still have a long way to go. It is my first building, its plain. First the things, missiles, tenst, middle. And after that the dirt and other details.



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YASCUD - ZH.jpg
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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Mon May 03, 2010 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Paint animations are funny. #Tongue (tough they look good)

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon May 03, 2010 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you trying to make that with shp builder?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue May 04, 2010 2:05 am    Post subject: Reply with quote  Mark this post and the followings unread

OS SHP Builder is not recommended to make buildings like this from scratch. There is a better way to do it. Open the SCUD building (I haven't played Generals for a couple of years, so I've forgot the name #Tongue) with the Official Renegade W3D Viewer. Make sure you extract the textures it uses to somewhere the program can read. Then, set the background of the program to black, set the proper angle and start taking shots from it and the damaged version as well. Once you are done with it, all you need is to resize these pictures and convert them into a SHP (TS) file, which is something that OS SHP Builder does with merits.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue May 04, 2010 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank god you came up with that now! I am not good with 3DS Max and other 3D programs, and I wanted to make something myself, so I took this program to create it.
So basically its:
Extract -> Resize -> Convert -> Code in.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue May 04, 2010 9:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I think it has to look different, doesnt it?
I think I am going to create the Missiles at SHP builder

(Image removed, I need to scroll less, thanks to the image.)

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Last edited by Comr4de on Tue May 04, 2010 3:07 pm; edited 1 time in total

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue May 04, 2010 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

You must make sure it loads the correct textures. If you load the wrong ones or no texture (which is the case), it will fail. You have to extract the Generals textures somewhere and point the W3D Viewer to look for the textures in that place.

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Dasfonia
Rocket Cyborg


Joined: 17 Apr 2010
Location: In a human body.

PostPosted: Wed May 12, 2010 2:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Or print screen then paste cut out the structure and do various editing.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed May 12, 2010 3:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Its possible to do that... I do *twitches*

ITs not worth it though, easier to just learn what banshee suggests while you can xD

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed May 12, 2010 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Thats exactly what I am going to do.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed May 12, 2010 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wouldn't the perspective be wrong if you did that? Confused

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Dasfonia
Rocket Cyborg


Joined: 17 Apr 2010
Location: In a human body.

PostPosted: Wed May 12, 2010 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not completely that's where the various editing comes into play.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu May 13, 2010 2:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Want something like this?



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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Thu May 13, 2010 7:22 am    Post subject: Reply with quote  Mark this post and the followings unread

I prefer to use debris animations.
The warhead animation(AnimList=) can be debris, give it an empy one. Then use the meteor logic, Spawns= & SpawnCount= enable the empty 'debris' to create a number of sub-debris. Give these sub-debris IsMeteor=yes then they will drop high from sky. ExpireAnim=, Damage= and Warhead = will realize the special explosion & damage. The only problem is, all things destroyed by this SW won't be counted in Kills, same as Psychic Dominator and Ion Cannon.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu May 13, 2010 7:57 am    Post subject: Reply with quote  Mark this post and the followings unread

oh well... you dont get kills for radiation too, so its not like kills matter in the game.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Thu May 13, 2010 11:48 am    Post subject: Reply with quote  Mark this post and the followings unread

@ Cranium,
Looks good, perhaps a little lighten up for the GLA look.

The SCUD missiles will be dropped from high sky just like the Nuke.

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Dasfonia
Rocket Cyborg


Joined: 17 Apr 2010
Location: In a human body.

PostPosted: Thu May 13, 2010 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

:O pretty needs better building textures IMO

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu May 13, 2010 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

that was just a straight render with no lights. Thats why its so dark and under detailed looking. just posted it to see if its something your looking for. I have an animation that goes with it too. All missiles raise up to firing position. Working on the projectile firing anims now. So this will be able to replace the GiantNukeUp and GiantNukeDown projectiles, or just use individually for the Lightning Storm. It will be workable for both. Razz

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Thu May 13, 2010 12:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, you can only launch the Nuke one time per 10 minutes and you get only 1 missile down, with the LS you get multiple missiles down, so perhaps the LS is better, but I have to see it myself, cause I think that the missiles going down are more then going up.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu May 13, 2010 12:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats what anims are for, to give it the appearance of multi scuds being launched. Razz I did it before with the ChemMissile and had it to where instead of firing straight upwards you could see it travel across the screen using the MultiSpecial.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri May 14, 2010 1:33 am    Post subject: Reply with quote  Mark this post and the followings unread

This look a little better? or would you rather wait until I finish my version of it? I'm only making this thanks to you Razz I thought it was such a good idea I'm implementing it into my mod as well, though I will be using it for the MultiSpecial not the WeatherStorm.



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Generals Version
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a150.png
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My Version
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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Fri May 14, 2010 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

It looks great, you use the second one for your mod I see. The brick colors look kinda Soviet, Yuri has more yellow/gold like. It is getting used for the invester for Yuri's army, an oil sjeik. Are you going to test it ingame? Because then I will wait with the results about the MultiMissile. With the multimissile all missiles will come down at once right? I like the idea from the LS, because the missiles will come down one by one.



I know that some people now think that I relie on other peoples work. I am very busy the last time, so I have got minimum/no time for renderen and screenshot work, Cranium is creating this not because I asked for it.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri May 14, 2010 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Comr4de wrote:
I know that some people now think that I relie on other peoples work. I am very busy the last time, so I have got minimum/no time for renderen and screenshot work, Cranium is creating this not because I asked for it.


Yes, I know you are working hard on stuff yourself, and your doing fine. I'm only doing this, like you said, because I want to not because you asked. and only because I'm working on the same project so I'm not really going to far out of my way on this one.

I havent tested it with the MultiMissile, But I already know it's going to work. and yes all missiles will hit simultaneously. Just depends on how crazy I get with the Animations Razz

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Dasfonia
Rocket Cyborg


Joined: 17 Apr 2010
Location: In a human body.

PostPosted: Sat May 15, 2010 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks decent.

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Sun May 16, 2010 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tested Nclear Missile with Burst=3 in [NukeCarrier] just now. It does not work, however(it was still one missile that came out from the silo, not three). Neither does the tag Burst= in [NukePayload]...

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun May 16, 2010 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats because it's not how it's going to be done. It will be more like an IsMeteor type weapon, with a projectile/animation for the nukeup, nukedown that will look like Scuds. But will work like this with just scud images.http://www.ppmsite.com/forum/files/animation1_178.gif

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FIAMANERA
Cyborg Soldier


Joined: 14 May 2010
Location: Inside My Tank

PostPosted: Sun May 16, 2010 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is a bit hard to tell from the animation, but do the meteors spawn the little metdebris things or do they make invisible projectiles which then spawn the explosions. I made a meteor superweapon for TS where the metlarge spawns metsmall and the metsmall spawn metdebris so you get about 5 large meteors fly in followed by about 20 small ones which together scatter about 200 metdebris in a roughly 20 square cell radius, easily enough to obliterate a base.

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