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Brand New Mammoth Tank
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Mar 25, 2015 10:35 pm    Post subject:  Brand New Mammoth Tank
Subject description: believe me it's official
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Have fun playing with this RA3 style Mammoth Tank!



mammoth32.shp
 Description:

Download
 Filename:  mammoth32.shp
 Filesize:  5.08 MB
 Downloaded:  679 Time(s)


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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Mar 25, 2015 11:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

5mb haha

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Mar 25, 2015 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

is already April 1st?

32 facings look good
too bad it has its own very strong lighting from the textures and isn't really following the TS/RA2 lighting scheme.
e.g. you can mirror frame 26 and it looks almost exactly like frame 1
would be nice if the textures inherent lighting would be reduced a lot so the real lighting with sun in southwest is more prominent.

the canvas can be also reduced a bit. 300x300 isn't necessary and i think you can reduce it to 250x250 (shadow is going far to the right, so its not possible to make it much smaller)

Do you made the walk anim from scratch again? It looks a bit unrealistic and on some frames the front and rear legs overlap.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Thu Mar 26, 2015 6:07 am    Post subject: Reply with quote  Mark this post and the followings unread

250x250 is not enough, it clips the shadow  in straight east view but I think whole main canvas tweaking is meaningless as SHP internal frame has it done automaticly for each frame stored and judging my earlier tests, the internal frame is drawn just fine even if you set main size to 0x0, only issue is mispositioning which is only thing main size is used for vs internal frame.

You know he didn't make walk anim from scratch given it is a nothing but a convert with its EA flaws Very Happy

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Mar 26, 2015 7:44 am    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
You know he didn't make walk anim from scratch given it is a nothing but a convert with its EA flaws Very Happy

Actually i thought i read somewhere a while ago, that modders could only import the models but not the animations.

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X-Mech Calendar (28 Mechs for GDI and Nod)
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Mar 26, 2015 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

from view of lighting, they are not same



1.png
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 Viewed:  8335 Time(s)

1.png



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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Mar 26, 2015 10:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Couldn't you have edited the model to remove the extra tusk Mumakil's have and fixed its clipping issue And I think you could have trimmed down the walk frames to just 8 since the game is limited to 8 facings when walking anyway. Otherwise great job exporting it.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Mar 26, 2015 10:32 am    Post subject: Reply with quote  Mark this post and the followings unread

He couldn't have trimmed the frame amount. 32 faced SHPs have to be set up like this otherwise sequence gets fucked.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Thu Mar 26, 2015 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

reminds me on KKND unit

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Thu Mar 26, 2015 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
reminds me on KKND unit

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Mar 26, 2015 11:55 pm    Post subject: Reply with quote  Mark this post and the followings unread


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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Fri Mar 27, 2015 5:59 am    Post subject: Reply with quote  Mark this post and the followings unread


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aitboss
Vehicle Driver


Joined: 13 Jan 2022

PostPosted: Tue Feb 14, 2023 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

So this unit is an infantry with sequence or a vehicle?

Can anyone share a working ini code for it please?

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BrowserTravel
Cyborg Soldier


Joined: 19 Oct 2020
Location: Somewhere else

PostPosted: Wed Feb 15, 2023 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

aitboss wrote:
So this unit is an infantry with sequence or a vehicle?

Can anyone share a working ini code for it please?

It's a mammoth.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Feb 15, 2023 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Add to Units List (I.E: Terror Drone) and try this for its Art Code

Code:

Voxel=no
Shadows=yes
Facings=32
WalkFrames=24
StartWalkFrames=8
StartFiringFrame=0
FiringFrames=1
StartStandFrame=0
StandingFrames=1

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