Posted: Wed Nov 12, 2014 9:14 pm Post subject:
Ursa "Mechs" Pack (YR)
Subject description: 6 Mechs , 2 for each YR Side
This pack contains 6 "mechs" ( which i've named Ursas ) inspired by the Assault / Grizzly experimental mechs belonging to the UCS side on Earth 2150 / Moon Project.
They don't so much walk as shuffle / drag themselves along using large feet ( it makes more sense when you see them in motion ).
There are 2 versions for each YR side , each one different.
i've included a Cameo for each (aswell as a veteran version) and the renders I used to make them.
Also there are code readmes for each which contain a basic setup with weapons.
If you plan to use these in standard RA2 please note that they'll walk out of the top right side of the factory not the doors , if someone has a cure for this problem please could they add a link to it or a post about it.
Allied:
Orion:
The Orion combines German anti-tank weapon engineering and British sniper expertise into a unit capable of slicing through enemy ground forces with ease.
Land Carrier:
As the name suggests the Land Carrier gives the allies the ability to launch easily replacable air attacks far inland and to defend against any aerial threat via two AA missile launchers.
Soviet:
Cataclysm:
Taking the Apocalypse tank as its basis the Cataclysm mounts improved dual 120mm cannons and dual flak cannons to make sure no enemy of the Soviets is safe.
Devastator:
Using both Iraqi radiation technology and Lybian nuclear bomb delivery systems the Devastator is at a basic level a mobile nuclear bomb it can however tap into the radiation of this bomb to fire a pair of radiation cannons aswell.
Yuri:
Minotaur:
Mounting enlarged and enchanced twin gattling weapons the Minotaur is able to tear through any who would opose Yuri's forces.
Yuri's Eye:
Having found the lasers installed as part of his Easter island defences to be effective if flawed , Yuri "instructed" his engineers to mount one on a mobile unit and to add a Virus sniper position to the design for added disruption of his enemies.
Feel free to use it in a mod but please credit me if you do.
Also any suggestions or constructive comments are welcome.
They are quite well made.
The textures are ok and also the lighting looks fitting. But i have to say that i personally really dislike the design of the chassis. This is really not my taste. Too boxy and too simple walk mechanism.
At first i also thought you drew them by hand, by drawing 8 directions for a fixed non-animated chassis and copied the turret from somewhere else.
But after checking the SHPs, the walk animation isn't bad. I thought about something similar in the past too, but didn't do it, because i disliked the design. Such a stiff walking mechanism would be unable turn and can only walk straight forward/backward (too unrealistic imo).
A few improvement suggestions
-the textures look a bit simple. try using a noise map for a less plain colored surface (especially the remap areas) and play a bit with the material settings so they look more realistic (reflections, also a bumpmap would be nice)
-they all obviously share the same 3d model for the chassis with different textures. A bit more variety would be nice.
The SHP turrets however are some really nice detailed and well lighted work.
I guess if someone wants some new base defenses, he could also scrap the ugly chassis (sorry) and use the turret only. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Posted: Thu Nov 13, 2014 7:58 am Post subject:
Re: Ursa "Mechs" Pack (YR)
Quiet wrote:
If you plan to use these in standard RA2 please note that they'll walk out of the top right side of the factory not the doors , if someone has a cure for this problem please could they add a link to it or a post about it.
Added the art entry for Cataclysm and changed Image=URSAQ on [APOC] in rules. It came out from
the factory door properly in RA2 v1.006. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Nov 13, 2014 12:49 pm Post subject:
That issue sounds like if someone forgot WeaponsFactory upon the building, tbh... _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Added the art entry for Cataclysm and changed Image=URSAQ on [APOC] in rules. It came out from
the factory door properly in RA2 v1.006.
After reading your comment i went back over the rules.ini file I used to test in normal RA2 and found that it was the locomotor tag. I'd used the one off the Titan , when I changed to the locomotor on the Rhino it came out of the factory correctly.
It seems this must have been fixed on YR as the Titan Locomotor works fine. So all I can say is copy the locomotor from the Rhino and use it instead.
I noticed as well how they move similarly to the Devastator Mech in Emperor though. Can't comment anything else everybody already has said what I would have said though. But really nice... _________________ ~ Excelsior ~ QUICK_EDIT
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