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[TS] Mammoth MKII
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 26, 2022 8:52 pm    Post subject:  [TS] Mammoth MKII Reply with quote  Mark this post and the followings unread

Since TI didn't want it, I release it for public use.

It needs the TS 32 facing hack for SHPs.
It has the following features:
-glowing headlights
-firing anim with blue glowing stripes on the railguns
-walk anim with theater matching dust particles (blue/white on snow maps, brown on temperate maps)

Also included are 2 versions of some kind of energy projectile (32 facing).
The bigger version is shown in the gif below.

Have fun and credit me, if you use it in a public mod.



mmkiicon.png
 Description:
bigger cameo render
 Filesize:  267.92 KB
 Viewed:  9775 Time(s)

mmkiicon.png



MMKIIweapon.gif
 Description:
 Filesize:  173.16 KB
 Viewed:  9775 Time(s)

MMKIIweapon.gif



MMKII_ingame.png
 Description:
dark map to show the usage of glowing colors
 Filesize:  308.17 KB
 Viewed:  9775 Time(s)

MMKII_ingame.png



MMKII.zip
 Description:

Download
 Filename:  MMKII.zip
 Filesize:  2.46 MB
 Downloaded:  633 Time(s)


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SHP Artist of Twisted Insurrection:  Nod buildings

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X-Mech Calendar (28 Mechs for GDI and Nod)
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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Thu May 26, 2022 11:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Finally, woa!
this is absolute insane.

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Fri May 27, 2022 3:39 am    Post subject: Reply with quote  Mark this post and the followings unread

hmm. i dont know what could have prompted their choice, but i am sure that the high quality and iconic
mammoth mk2 will find good use as a public asset

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri May 27, 2022 8:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Excellent work! I appreciate technically correct details like the glowing colors and the flying dirt using the theater-remappable colors. Maybe a tad dark compared to vanilla TS units, but that's a minor issue (vanilla units look like crap anyway).

Any chance of having an animated, spherical version of the projectile?

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Slavack
Soldier


Joined: 07 Jan 2008

PostPosted: Fri May 27, 2022 11:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Amazing! Thank you for the wonderful contribution.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat May 28, 2022 9:04 am    Post subject: Reply with quote  Mark this post and the followings unread

I am completely baffled.

Considering the amount of years you had this as your avatar, I thought this asset ended up as abandonware. I would have never assumed that not just I see it confirmed as a finished asset, but a public one even.

Great work nonetheless.

I don't have motivation for proper OpenRA checks, so I just leave some practical tips regarding this asset on that engine - using the no-unlight palette masking setup for the theater colors would allow giving it transparency/blending to better blend the dust and allow it to link with GrantConditionOnTerrain to prevent the effect on inappropriate terrain (say, roads). One also needs to either resort to Combine tricks or reorder the art frames because the TS 32-frames hack starts with a nonstandard facing (the last facing is N, so four blocks of Combine per art entry should do the trick - one block for N frames, followed by all other frames, one block for N shadow and one block for the remaining shadow, then drop ShadowStart into the main block after the combination is done). RenderSprites-Scale seems to be fixed by now and AFAIK relies on the upscale shader, so if the target project uses a different cellsize than TS's, it's probably better to rely on that one.

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"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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...

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DuisPlay
Vehicle Driver


Joined: 18 Jan 2021
Location: Germany

PostPosted: Mon May 30, 2022 4:18 am    Post subject: Reply with quote  Mark this post and the followings unread

A really great MK2 model. How did you make the beam on which the "ball" flies?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 30, 2022 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

DuisPlay wrote:
How did you make the beam on which the "ball" flies?

railgun modified to make the particles
-appear in a straight line
-fewer particles in total
-pixel particles disabled and AlphaImage added to the particle instead
The AlphaImage is the main effect and simple 20x20 pixel big shp, with a very soft alphalight circle (colorindex around 135 in the center of the circle going down to 127 at the outer end)

Also a blue laser line is enabled on the railgun.

The very soft AlphaImage circle shown alone ingame, wouldn't give much of an effect, but the many particles causing them to overlap each other, give the Alpha a cumulative effect and cause the many circles to end up like a line of brightness.

Crimsonum wrote:
Any chance of having an animated, spherical version of the projectile?

there you go (see attachment)
Couldn't use the texture and animation/effect directly on a sphere, so had to do several changes.



railprojball.gif
 Description:
 Filesize:  5.93 KB
 Viewed:  9352 Time(s)

railprojball.gif



railprojball.shp
 Description:

Download
 Filename:  railprojball.shp
 Filesize:  6.62 KB
 Downloaded:  113 Time(s)


_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue May 31, 2022 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Splendid Smile

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Banshee
Supreme Banshee


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

PostPosted: Mon Jun 06, 2022 10:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

This one clearly deserves the spotlight! Congratulations!

[Spotlighted!]

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Tue Oct 18, 2022 12:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is it possible that you could make 8 facing version also?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Oct 18, 2022 3:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just open it in SHP Builder & delete the extra frames.

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denosyss
Medic


Joined: 26 Sep 2011
Location: France

PostPosted: Fri Oct 21, 2022 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

hi guys,

fisrt: gg Lin Kuei Ominae for your works.

Two: i delete extra frame and shadow and ingame the SHP is not good, walk with bad frame. ARTmd change of course. i don't understand what's wrong Sad

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu May 18, 2023 5:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Only a year late, but just wanted to say great work on this! Great to see you are still producing such great work after all these years. I never thought I'd see it as a finished product.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Thu May 18, 2023 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

didn't even notice this
freaking awesome !

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Quote:

how did we end up here ?

this place is horrible ...

smells like balls ...


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prawda
Civilian


Joined: 10 Dec 2020

PostPosted: Tue Jun 06, 2023 5:24 am    Post subject: Reply with quote  Mark this post and the followings unread

This is a really awesome model and I'd like to use it in my openRA mod, which puts together GDI/Nod + Allies/Soviets + USA/GLA/China.
Graion Dilachs remarks are very good for doing this, but there is more trouble related to this, I think.
It would be much easier if the voxel was provided from which one can adjust the texture colors and render out a new SHP in the right angle and potentially split off the dust impact etc. so that one does not get crazy.

I dunno if you LKO have a voxel for this and are willing to provide it? If yes it would be awesome.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sun Jul 09, 2023 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

would this work on RA2 without any hacks ?

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Quote:

how did we end up here ?

this place is horrible ...

smells like balls ...


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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sun Jul 09, 2023 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Red Alert 2 and Tiberian Sun unit palettes are functionally identical so yeah, you probably could. The railgun animation is going to require a palette conversion.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jul 10, 2023 5:31 am    Post subject: Reply with quote  Mark this post and the followings unread

You would need Ares to support the 32 facings, or as I mentioned above you can just delete the extra frames to make it work in the vanilla game.

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