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Partial Time Machine ROT work in progress
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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Fri Dec 25, 2020 2:23 pm    Post subject:  Partial Time Machine ROT work in progress Reply with quote  Mark this post and the followings unread



This is this mornings work. 11am-2pm.
Just banking it here, I gotta go cook dinner.

Feel Free.

I'l update it when i improve it next.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Dec 25, 2020 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is good stuff!

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Fri Dec 25, 2020 5:45 pm    Post subject: Reply with quote  Mark this post and the followings unread



thanks man but its far from being good yet lol

shading and texturing needs heavy work, i think geometry is alright, heres an extra frame.


**
maybe if hes properly centered the unit wont look so jerky in game.

1 more dummy frame to do and all he needs is some good TLC and it'll be fit for a  WHAT HAPPENED TO YURI??? Campaign  lol


updated gif reminds me of a Race Car atm

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Fri Dec 25, 2020 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay heres a complete prototype



like i said in previous post it needs alot more work to be on par with the actual shp gpx of this game. But it can now be proto-typed.

Remember its an SHP unit, so its only really going to look good in scripted events. And on flat ground. I wiish there was a MaxElevation to define whether or not a unit can climb hills but unfortunately its uses will be limited. And even if the graphic is made to be super smooth, and textured perfectly. its still only going to look good in scripted scenarios. There may be clever ways in map design that lets you wall off hills with invisible walls for the duration that this unit functions or in order to limit this unit to navigating on only flat land. But we'll see whats possible.

Im going to go ahead and check what he's like ingame.

Marvel at the Flawless imperfection of his texturing. Very Happy



Please if anybody enhances this, Please gimme :F


----


on another note looking for an SHP unit to quickly copy and overwrite. And WOW. Dolphin has an unused Idle anim??



would this be because the dolphin is stealth and the anim implies that he should not be stealth as he jumps out of the water? Or am i crazy and he uses this? I bet that would make for a good deploy attack instant insinsible and stealth curtain for very short period of time. Just like Ra3.  But not sure it would automatically undeploy. But then again doesnt Psywave automatically undeploy?




Very HappyVery HappyVery HappyVery HappyVery HappyVery Happy: Have you ever seen anything like it?

ROLLING THUNDER!!!! BATTLE FORTRESS ON THE ALERT!!!
It clips on Hills which is unfortunate. But Oh it definately works.



LETS LOAD UP THE TROOPS!

- Needs thinner staircase on side view, Adjusted wheel sizes on some rotations. Darker White Colouration, Could probably take some colours and textures off of these Einstein buildings in the image.

All in All. Its nearly there. Pretty Good Xmas. Very Happy

I prolly going to end up writing a Yuri Campaign with this thing #Tongue

I mean how cool would it look with Yuri Prime in the distant past on Mission 1 of his campaign taking Canon from YR Soviet Win. If Yuri can mind control squid sure he can mind control dinosaurs. But he can only control 1 at a time. He is like the Tanya of the yuri faction afterall i mean. lol. I'd probably use the Ra2 Yuri Prime graphic for when hes stuck in the past. I mean think about this for a minute. All he needs is to escort this Time Machine to a lightning storm and bang, He Can come back for a full campaign guys. Thats all he needs to do. Gather Lightning from each of the four directions. Pull some Tanya tactical mind control patrol dodging commando sh** and  Bang. Yuri is back. Except this time HES NOT JUST BACK ON HIS OWN! HES BACK WITH A MF TIME MACHINE!
1. Mind Control Stalin
2. Mind Control Hitler

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Fri Dec 25, 2020 11:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:
TrackedUphill=1.0       ; coefficient for tracked vehicle movement uphill
TrackedDownhill=1.2      ; coefficient for tracked vehicle movement downhill
WheeledUphill=1.0         ; coefficient for wheeled vehicle movement uphill
WheeledDownhill=1.2     ; coefficient for wheeled vehicle movement downhill

[Clear]
Foot=100%
Track=100%
Wheel=100%
Float=0%
Hover=50%
Amphibious=80%
FloatBeach=0%
Buildable=yes


Can anybody advice me why modifying Clear terrain type Track and Wheel to 0% in map ini doesnt have any effect? Smile

I think this is the solution to allowing to to move only on flat sandy, or rough terrain (both are terrains which cannot have hills)


nevermind i got it



Set SpeedType on the unit SpeedType = Wheel. Set Wheel=0% on [Clear]

So in the image i click where the cursor is, and he can only navigate as far as the sandy or rough ground lets him.  Which is great. Becauee there is no option to make Hills out of this terrain. So he should never be able to change elevation. And So the Units Usage - is a matter of map design.
To Note : This works from RulesMD.ini modification and DOES NOT work through a maps RulesMd.ini Override.

Note -- You cannot use Wheel or Track, as it will screw up ALL unit navigations. So i am going to look into using FloatBeach as i think it is entirely unused.
---

My assumption was correct, FloatBeach is entirely unused, the only unit that might have used it was the Amphibious transport, but luckily it is hover only. So The Time Machine can use SpeedType=FloatBeach and on [Clear] we can set this movement to 0% while on [Rough] and [Beach] we can set this movement to 100% so that only our SHP unit can only move and navigate across flat ground. Perfect.



Shadow ^^ okay next to the conyard you see shadow differs, but next to the grizzlys it is going in the same direction.

Further improvements can be made (alot more) but one thing to note is the Time Capsule (the center of the unit)  needs its reflection adjusted correctly for each 360 rotation. This will add some ***** quality.

if anyone knows how to use that cut dolphin animation mentioned in the earlier post as a deploy weapon please let me know.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Dec 27, 2020 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"Don't beg for things; Do it yourself or you'll never get anything."

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