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Vehicle SHP Request/Help
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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Thu Oct 20, 2011 6:29 am    Post subject:  Vehicle SHP Request/Help Reply with quote  Mark this post and the followings unread

Well with the current file attachment bug still broken... I'm trying to make a new SHP Vehicle. Basically if i use the package importing I only get the Images from 0-3, the ones numbered 4-7 Don't get included... The next four either turn into the grayscale versions of 0-3 or are a merged product of grayscaled 0-3 and underneath them are the colored versions of 4-7.

Ordered from 0-3 from Left to Right:


4-7

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Oct 20, 2011 7:04 am    Post subject: Reply with quote  Mark this post and the followings unread

the grey scale ones your referring to are the shadow frames. click options and untick shadows. You have to create seperate shadows for the units. So you will have 8 facings and 8 shadow.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Thu Oct 20, 2011 7:24 am    Post subject: Reply with quote  Mark this post and the followings unread

And how do I set up the Shadows? And if so should I just remove the unit's "Pseudo Shadows" The Pink Ones.

Also, the Remap Colors are the ones on the top right-ish corner?

Another thing, how do I make sure when it attacks, the shots will be coming from its "Saws"

http://hotfile.com/dl/132806287/2ab0749/ACUTTER.shp.html

Can you help me also to just add the shadows. If you can...

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Cranium
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PostPosted: Thu Oct 20, 2011 7:45 am    Post subject: Reply with quote  Mark this post and the followings unread

what i would do in this instance is open your 8 images in a photo editing program, erase the vehicle from the image, and keep the pink shadow. then recolor the pink shadow to color 0,0,196. Rename and resave the images. That will give you your eight shadow frames.

The remap is the lower left 16 colors 16-32.

for the other thing, you'll have to adjust the PrimaryFireFLH= in your artmd.ini

Also, if this unit dosent have a turret, you can make/add some firing anim frames to it to give it a little more pizazz. Wink

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Thu Oct 20, 2011 7:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Actually it does, like 5 Frames for each Direction (excluding NE,E,SE since you have to mirror its opposite directions) -Lazy Dev Team... Confused



I just need to figure out how make it's lasers only Green and it'll be pretty much done.

I'm more used to photoshop so using SHP Builder is a bit awkward for me.

And... I need to center them all right?

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Thu Oct 20, 2011 12:08 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Oct 20, 2011 12:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

open the images in your photoshop and apply 0,0,252 to the background. Or simply do a color change in shp builder.

Also when importing into shp builder make sure you choose the right shp type and palette.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Thu Oct 20, 2011 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Strange... the 0,0 somehow appeared when I reopened it... guess It's time to test it in-game if there's any screw ups. Embarassed

Well... it works... but they're "spinning" when they move and they don't use any of the animations...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Oct 20, 2011 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Of course you have to give it in art.ini the correct settings for
StartWalkFrame=
WalkFrames=
StartStandFrame=
StandingFrames=
FiringFrames=
StartFiringFrame=
DeathFrames=
DeathFrameRate=
MaxDeathCounter=
StartDeathFrame=

so the game knows how to play the animations in the shp.

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Atomic_Noodles
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PostPosted: Thu Oct 20, 2011 1:56 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Cranium
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PostPosted: Thu Oct 20, 2011 6:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

try this

StartWalkFrame=1
WalkFrames=1
StartStandFrame=1
StandingFrames=1
FiringFrames=5
StartFiringFrame=9

and dont forget
Facings=8

you can also adjust on the unit WalkRate= and IdleRate= in rulesmd.ini
though in this case IdleRate wont make much of a difference seeing how theres no idle animation. So just use WalkRate= to determine how fast you want the vehicle to move.

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Atomic_Noodles
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PostPosted: Thu Oct 20, 2011 11:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Err which exactly do those correspond to the ones in ARTMD.ini?

Ready=
Guard=
Prone=
Down=
Crawl=
Walk=
Up=
Idle1=
Idle2=
Die1=
Die2=
Die3=
Die4=
Die5=
FireUp=
FireProne=
Paradrop=
Cheer=
Panic=

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m7
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Joined: 17 Apr 2009

PostPosted: Fri Oct 21, 2011 12:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Those are for infantry sequences. Not vehicle SHP sequences.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Fri Oct 21, 2011 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Tried putting up Cranium's Sequence...

It sorta works... The Facings are in the wrong directions though.

Pretty much everything works but it's facing the opposite directions.

Anybody wanna help me test it out on their own YR?

Here's the latest one, Fixed the remap's to a darker Red and fixed some missing remap colors.

http://hotfile.com/dl/132870995/61636fa/TNKD.shp.html

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m7
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PostPosted: Fri Oct 21, 2011 12:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Swap the facings around. Vehicle SHP facing order goes N, NE, E, SE, S, SW, W, NW. Just reverse what you have.

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Atomic_Noodles
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PostPosted: Fri Oct 21, 2011 2:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Tried reversing them as you suggested.

The Attack Animations are playing in the right direction, just the basic 8 don't

N=NE
NE=E
E=SW
SW=S
S=NW
NW=W
W=N

If that makes any sense...

And how do i write up the sequence to use the way the Magnetron Attacks buildings to it so it can show the 5 Frames of animation. With the damage only taking effect at the 5th Frame

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Cranium
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PostPosted: Fri Oct 21, 2011 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

your facings should be

N
NW
W
SW
S
SE
E
NE

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Atomic_Noodles
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PostPosted: Fri Oct 21, 2011 11:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Ugggh... I tried that before and then the Animations went wacky as well...

Here's the Raw Files. :X

Just mirror out the numbers from 0001-0047

This is one annoying Unit to make. Crying or Very sad

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Cranium
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PostPosted: Fri Oct 21, 2011 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmmm, this thing is way oversized. It's like 2x4 and units should be no bigger than 1x1. I make mine slightly bigger at 1.5x1.5. But 2x4 is just like astronomically huge for a vehicle. I've downloaded it, so I'll see what I can do for you.
Also your images arent all centered, makes it look funny when its going thru the motions.

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Cranium
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PostPosted: Fri Oct 21, 2011 11:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

heres the improved .shp, cameos, and coding. but I only fixed the 8 facings, I'm not gonna fix all those firing frames. You'll just have to deal with it. I did resize all of the frames too, so they are now 1x1. They are also using the 0,0,252 background now. And what happened to the shadows? all thats in the file is blank shadow frames?



PrismCrawler.txt
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 Filename:  PrismCrawler.txt
 Filesize:  1.17 KB
 Downloaded:  59 Time(s)


crawlicon.shp
 Description:

Download
 Filename:  crawlicon.shp
 Filesize:  2.84 KB
 Downloaded:  103 Time(s)


crawluicon.shp
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 Filename:  crawluicon.shp
 Filesize:  2.84 KB
 Downloaded:  137 Time(s)


prismcrawler.shp
 Description:

Download
 Filename:  prismcrawler.shp
 Filesize:  71.83 KB
 Downloaded:  130 Time(s)


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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sat Oct 22, 2011 2:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I put up what you made and it still goes in the wrong direction. And this unit is suppose to "hover", Do I still need the shadows again?

Here is what basically happens in some of the Directions.

If I don't get this working right I'm thinking I'll just redraw it in Voxels...

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Cranium
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PostPosted: Sat Oct 22, 2011 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

you downloaded the old one. re-download the new .shp and codes.
I'll rewrite the rules code so its a hover unit unless you know how too then go ahead and do it yourself.
and yes, shadows would be nice. Dosent look right without them

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Atomic_Noodles
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PostPosted: Sat Oct 22, 2011 5:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Its working now, I'll just rerip them later this week.

Since I noticed the Remapping Colors are a bit off so I'm going to try to redo them from a fresh set.

For Infantries it's basically:

N-NW-W-SW-S-SE-E-NE correct?

Currently this is how they are arranged from 00-End?

Stand
Walk
Idle
Attack
Dying

(The unit doesn't have a prone, but I'm thinking I could use the Sequence Maker from the SHP Builder to make him go into "Prone" mode with the Idle?

And... this is the Infantry resized by 25% , Does it look okay in this size?

Last edited by Atomic_Noodles on Sun Oct 23, 2011 2:30 am; edited 1 time in total

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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Sat Oct 22, 2011 12:14 pm    Post subject: Strom Trooper Reply with quote  Mark this post and the followings unread

yeah resized this guy i got him in the game .........



SCRN0029.PNG
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SCRN0029.PNG



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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sat Oct 22, 2011 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ugggh... I'm having problems converting them...

The only shp it shows is the North one... anybody know whats wrong with my shape? I even placed the Sequences already in the artmd.ini

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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Sat Oct 22, 2011 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmmm there is nothing wrong you may wana chek the sequnce name and what plate you are using....

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sat Oct 22, 2011 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is what I got from the Sequence Generator:

Ready=0,8,1
Guard=0,8,1
Prone=0,1,6
Down=0,4,2
Crawl=8,8,6
Walk=8,8,6
Up=0,4,2
Idle1=0,1,0,W
Idle2=0,1,0,E
Die1=200,103,0
Die2=200,103,0
Die3=200,103,0
Die4=200,103,0
Die5=200,103,0
FireUp=136,8,6
FireProne=136,8,6

Edit: Also did another Rip today, Here's a Turret, set in the palette of Building. Maybe somebody can find some use for it?

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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Sun Oct 23, 2011 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

hey atomic boodles the hodded man just worked fine with me try Re-naming the him in the Art.md all over and in the Rules.md.

Edit : Btw where did you get robot (the one your using on your avatar) i didnt find in the SWBG files?

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Cranium
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PostPosted: Sun Oct 23, 2011 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hate to inform you but your efforts on the turret were all for nothing as turrets need 32 facings not 8. It wont work, sorry.

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Allen
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Joined: 13 Feb 2007
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PostPosted: Sun Oct 23, 2011 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

It may need 32 frames but he could just repeat the frames a few time to fill up to 32.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Sun Oct 23, 2011 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

^^that would look ugly as hell ingame.
8 facings only look decent on small things, but nothing big like that turret.

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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Sun Oct 23, 2011 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmmm may be i could make a voxel out of that turret but not very exactly , ill give it a go later...

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Cranium
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PostPosted: Sun Oct 23, 2011 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

It would probably be easier to model it. Looks like all you'll need is a sliced sphere with some simple face extruding, a box, a tube, and a cone Razz

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Mon Oct 24, 2011 4:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Bu7loos wrote:
hey atomic boodles the hodded man just worked fine with me try Re-naming the him in the Art.md all over and in the Rules.md.

Edit : Btw where did you get robot (the one your using on your avatar) i didnt find in the SWBG files?


You can find the New Units/Sounds from the "Graphics_x1.drs" & "Sounds_x1" file. You'll only have it if you have The Clone Campaigns Expansion Pack for SWGB

Yeah, Although my original plan for the Turret was to make it a Deploy Mode or make it a Hover Tank by adding a Platform for it to have a base on.

It's actually the Top Part of the Turret (Notice the slanted barrel pointing downwards?) The Turret has a Stand, similar to in height to the Tier 2 defenses.

The Repeater Trooper Graphics can be designed as a Deploy Version also actually.

For Example...


It only looks like it's humping from the North and South Direction... Laughing

Other Sides have obviously more realistic looking Machine Guns.

And unless someone else has tried decreasing size. The way I resize the SW/AoEII Units is decrease size by 50% for Infantry and using the Nearest Neighbor Setting (Top Most Option)

And... does this Unit look good enough for Yuri? I recolored its body to look Yuri Brown...



This is it's Color Scheme:

[Colorized]
Hue = 32
Saturatiopn = 70
Lightness = -40

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raminator
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PostPosted: Mon Oct 24, 2011 7:28 am    Post subject: Reply with quote  Mark this post and the followings unread

oh noes...he´s shootin with his peeeniz

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Mon Oct 24, 2011 9:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh yeah, I think I know why I'm getting some errors...

In the Sequence Maker, Is the "IdleW" & "IdleE" Mean I only need idle animations for the SE & SW?

If so then maybe the excess Frames I have on them is what is causing the errors. Embarassed

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Cranium
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PostPosted: Mon Oct 24, 2011 11:22 am    Post subject: Reply with quote  Mark this post and the followings unread

hey Bu7loos, I made the model and vxl for Atomics converted turret. I didnt apply any textures. So if you want you can do what ever it is you do to your vxls.
I think I made the barrel a tad to long, but thats an easy fix. This might even be better to give it a seperate barrel and use the barrel recoil logic. Razz

Update, I tried to get it as close as i could, heres a gif that can be used to convert to .shp



Animation2.gif
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Animation2.gif



turret_001.gif
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turret_001.gif



turret.vxl
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 Filename:  turret.vxl
 Filesize:  317.31 KB
 Downloaded:  114 Time(s)


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Cranium
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Location: USA

PostPosted: Mon Oct 24, 2011 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I posted so fast last time I didnt notice that the .gif i posted was missing the base and proper shadows. Heres an updated .gif that can be imported directly into shp builder.

@AtomicNeedles, use this as a stepping stone on how your future turrets should be. Looking forward to seeing more work from you.



Animation1.gif
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Animation1.gif



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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Tue Oct 25, 2011 12:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Here's finally a SHP I can be happy to say... I've finally done right.

It's a Recolored Version of the Super Battle Droid from Star Wars, I call it now the Yuri Brain Missile Droid. Or just Brain Droid...

I'm going to be using it... but people might find some use for it too I guess. Smile

I'll be uploading a version including it's "Hump Gun" Deploy Mode later this week.

Laughing Laughing

Right now Cranium, I'm more of a concept artist, and amateur modder. Although I might be trying up 3d in the following years. We'll see... Smile

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Cranium
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PostPosted: Tue Oct 25, 2011 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

hey, he kinda looks cool.

and I didnt mean for you to do 3d modeling, I just ment use that as a helper so you know what turrets should look like facings and shadow wise.

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ArvinCool
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PostPosted: Tue Oct 25, 2011 1:23 am    Post subject: Reply with quote  Mark this post and the followings unread

cranium, could you resize that to the grand cannon size? that turret is really good

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Cranium
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PostPosted: Tue Oct 25, 2011 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I basically just made it for AtomicNoodles to use as a reference, but I suppose i could resize it.

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