Posted: Thu May 26, 2022 8:52 pm Post subject:
[TS] Mammoth MKII
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.
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 _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
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? _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat May 28, 2022 9:04 am Post subject:
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. _________________ "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
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.
Is it possible that you could make 8 facing version also? _________________ Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205 QUICK_EDIT
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 QUICK_EDIT
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. QUICK_EDIT
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. QUICK_EDIT
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. QUICK_EDIT
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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