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A guy2
PostPosted: Mon Jun 25, 2018 10:36 pm    Post subject:

Quote:
Quote:
What would you call real and good lighting then. They did what they could at the time at the same time making sure it can be rendered in a certain timeframe since they were on a deadline you know.


I think even back then 3ds max 3 had a directional light. Many buildings at least seem to use such a light source with parallel light beams.
In addition is it performance wise better and also easier to use only 2 light sources: one omni light with "ambient only" for the basic brightness in shadowed areas and a directional/spot light for the lighting coming from southwest.


LKO, do you realize you are probably talking with the guy responsible for the "ugly lights" in the first place? There's good chances this is a WW employee which was working on this area...
G-E
PostPosted: Mon May 16, 2016 4:41 pm    Post subject:

Are you telling me Conscripts don't have to be lazy buggers? haha
HG_SCIPCION
PostPosted: Mon May 16, 2016 3:06 pm    Post subject:

Quote:
why? these models are shit and useless.  Very Happy



hahahaha indeed...


-good job Kenosis!
kenosis
PostPosted: Sat May 14, 2016 4:26 am    Post subject:

actually it can be rigged with ra3 bones and thus use their animation.


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Atomic_Noodles
PostPosted: Sat May 14, 2016 12:55 am    Post subject:

Right so being able to use the original models to "Add" new animations to some infantry isn't gonna be useful...

Can use it to add New Animations to the existing ones like giving the Spy a Pistol Attack and the Crazy Ivan throwing his dynamite (If people are still into turning Ivan into grenadiers)

Giving proper Swim Animations for the Attack Dogs as well.
Mechacaseal
PostPosted: Fri May 13, 2016 6:48 pm    Post subject:

Quiet wrote:
Could someone convert these into a format that Blender ( or any other program for that matter ) can open , please ?


why? these models are shit and useless.  Very Happy
Quiet
PostPosted: Sun May 08, 2016 8:11 pm    Post subject:

Could someone convert these into a format that Blender ( or any other program for that matter ) can open , please ?
deathreaperz_lazytologin
PostPosted: Sun Sep 07, 2014 11:04 pm    Post subject:

WOW! i didn't be expected to see this! They are REALLY RA2 models! Unfortunately there isn't animations on them :'(
tomsons26lv
PostPosted: Fri Aug 29, 2014 10:45 pm    Post subject:

Lin Kuei Ominae wrote:
tomsons26lv wrote:
What would you call real and good lighting then. They did what they could at the time at the same time making sure it can be rendered in a certain timeframe since they were on a deadline you know.

I think even back then 3ds max 3 had a directional light. Many buildings at least seem to use such a light source with parallel light beams.
In addition is it performance wise better and also easier to use only 2 light sources: one omni light with "ambient only" for the basic brightness in shadowed areas and a directional/spot light for the lighting coming from southwest.


Thank you very much anyway for giving us such a nice view into the work of WW.

\Edit
i just noticed, that they use a Biped, but the Biped is afaik a quite new functionality. It wasn't available in 3ds max 6 and was only introduced after that (3ds max 9 has it)
So i wonder how these 3ds max 3 files can have a feature, that didn't even exist back then. Confused

Since it says 3D studio Max 3 not 3D studio 3 then its 3D Studio MAX R3
http://en.wikipedia.org/wiki/Autodesk_3ds_Max
Character Studio, according to that its has been a part of 3DS since 1994
http://www.thefreelibrary.com/Autodesk+Previews+Biped+%22Super+Plug-In%22+for+3D+Studio+MAX%3b+First...-a017118561
Lin Kuei Ominae
PostPosted: Fri Aug 29, 2014 10:23 pm    Post subject:

tomsons26lv wrote:
What would you call real and good lighting then. They did what they could at the time at the same time making sure it can be rendered in a certain timeframe since they were on a deadline you know.

I think even back then 3ds max 3 had a directional light. Many buildings at least seem to use such a light source with parallel light beams.
In addition is it performance wise better and also easier to use only 2 light sources: one omni light with "ambient only" for the basic brightness in shadowed areas and a directional/spot light for the lighting coming from southwest.


Thank you very much anyway for giving us such a nice view into the work of WW.

\Edit
i just noticed, that they use a Biped, but the Biped is afaik a quite new functionality. It wasn't available in 3ds max 6 and was only introduced after that (3ds max 9 has it)
So i wonder how these 3ds max 3 files can have a feature, that didn't even exist back then. Confused
Plokite_Wolf
PostPosted: Fri Aug 29, 2014 8:24 pm    Post subject:

tomsons26lv wrote:
Their not, they were made by WW artists, if WW really contracted Nebula Studios then that would be for the FMV's that had a heavy CPU requirement to render.
Nah, Westwood pretty much rendered on its own. In the 1996 feature on the Bravo TV station, they showed their rendering farm with 50 Pentium 90-s with 128 MB RAM.
Ickus
PostPosted: Fri Aug 29, 2014 8:07 pm    Post subject:

Laughing  Wow, these are a amusing and interesting. It sure does raise some questions, but indeed thanks!
Parasite03
PostPosted: Fri Aug 29, 2014 7:57 pm    Post subject:

Awesome that you've amanged to restore the lightning, totaion and camera. Adding animations to this would make for a perfect infantry remake.
tomsons26lv
PostPosted: Fri Aug 29, 2014 7:28 pm    Post subject:

Mig Eater wrote:
Shame about the xref files, they could have been a great way to make different theater versions by changing the skin and re-rendering.

I might have a go at animating a few sometime, I've always wanted to see the sniper walking upright instead of hunched over.

I managed to restore them,the xrefs contained all the position and rotation info and the camera is in the Parachute max.
There are 2 xrefs, one is of the beta lighting setup and the second is the final setup with the topdown shadow, i managed to restore the beta setup to near perfection

The Parachute still uses beta lighting
original SHP <> rendering
The final setup is a lot more trickier since there are no big models using it
However i need someone who can remake a accurate anims of at least the Conscript so i can compare how the lighting interacts with the model VS what's in the shp.

Blade wrote:
Atomic_Noodles wrote:

Should be doable with the Yuri Model. Just re-rig his animations/skeleton whatever you 3D guys call it.

Is that yuri? I was thinking it was the psi-commando. Personally I'm looking forward to the first ivan bombing chrono monkeys.

That's the PSI Trooper, not even the Commando. But i checked, the PSI trooper is just a Yuri model with different materials, was able to almost restore it aside from a darker colored coat.

Parasite03 wrote:
These models might have been mady by Orion Nebula Studios.
It is mentioned in the file missing path. The only doubt is that they say they have been founded in 2008.
If that's the case, may be someone could contact them.

Their not, they were made by WW artists, if WW really contracted Nebula Studios then that would be for the FMV's that had a heavy CPU requirement to render. The missing textures refer to missing terrain textures apparently made by T.J. Frame, that were only used as a environment map, which was only used when rendering the cameos. And the file directories clearly say they had a shared server where the shared art assets were stored.
Dutchygamer wrote:
Waitwhat, these are THE original models the RA2 inf SHPs are created from?

Mhm.

Lin Kuei Ominae wrote:
Wow, this is very informative.
Already the fact that they used a bad fake lighting consisting of a simple spot and 4 additional simple omni lights is very interesting.
No wonder infantry look that simple shaded and wrong lighted compared to other SHPs.
Also interesting that they used the default Biped to animate the model.
However the biggest question is still: How the hell do they have been found after such a long time?
Does WW/EA know that these are public?

What would you call real and good lighting then. They did what they could at the time at the same time making sure it can be rendered in a certain timeframe since they were on a deadline you know.
Lin Kuei Ominae wrote:
Are there perhaps more models where they come from?

Not really.
If you are looking for proof on authenticity can't really provide anything aside from what's in the max files, the fact the output of parachute max even if rendered without proper lighting is exactly the same as it's ingame as far as pixels textures go,
besides that they are saved with 3D Studio Max 3 and 3.1 and are really small in max file size, if they would be re-saved with a newer version they would grow to over 1 MB size
Lin Kuei Ominae
PostPosted: Fri Aug 29, 2014 5:48 pm    Post subject:

Wow, this is very informative.
Already the fact that they used a bad fake lighting consisting of a simple spot and 4 additional simple omni lights is very interesting.
No wonder infantry look that simple shaded and wrong lighted compared to other SHPs.

Also interesting that they used the default Biped to animate the model.


However the biggest question is still: How the hell do they have been found after such a long time?
Does WW/EA know that these are public?
Are there perhaps more models where they come from?
Dutchygamer
PostPosted: Fri Aug 29, 2014 5:37 pm    Post subject:

Waitwhat, these are THE original models the RA2 inf SHPs are created from?
CCHyper
PostPosted: Fri Aug 29, 2014 2:45 pm    Post subject:

Banshee wrote:
I'm impressed, if this is really true!


This is very much true, and the shapeset.exe tool is an official tool.
Parasite03
PostPosted: Fri Aug 29, 2014 1:30 pm    Post subject:

These models might have been mady by Orion Nebula Studios.

It is mentioned in the file missing path. The only doubt is that they say they have been founded in 2008.

If that's the case, may be someone could contact them.
Blade
PostPosted: Fri Aug 29, 2014 12:37 pm    Post subject:

Atomic_Noodles wrote:

Should be doable with the Yuri Model. Just re-rig his animations/skeleton whatever you 3D guys call it.


Is that yuri? I was thinking it was the psi-commando. Personally I'm looking forward to the first ivan bombing chrono monkeys.
Exley
PostPosted: Fri Aug 29, 2014 10:51 am    Post subject:

WOW indeed
Atomic_Noodles
PostPosted: Fri Aug 29, 2014 9:14 am    Post subject:

Blade wrote:
Nice, its a shame yuri prime isn't in there, we could have fixed his missing anim properly.


Should be doable with the Yuri Model. Just re-rig his animations/skeleton whatever you 3D guys call it.
ViPr
PostPosted: Fri Aug 29, 2014 9:00 am    Post subject:

They don't even use morphing meshes. Maybe it was because they thought that they may decide to turn them into voxels at some point, or maybe the 3D modelling tools were not very good at that time.
Blade
PostPosted: Fri Aug 29, 2014 8:21 am    Post subject:

Nice, its a shame yuri prime isn't in there, we could have fixed his missing anim properly.
Parasite03
PostPosted: Fri Aug 29, 2014 7:41 am    Post subject:

tomsons26lv wrote:

Where did I get these?
A Allied Spy gave them to me!

We wanna know how you got these old crappy awesome rare models!
Atomic_Noodles
PostPosted: Fri Aug 29, 2014 6:07 am    Post subject:

Any chance someone will upload a Wetsuit SEAL now? As in the same version of it when in the water except its using the graphics on land as well. Would be great for a frogman Soldier.
Nikademis Von Hisson
PostPosted: Fri Aug 29, 2014 6:00 am    Post subject:

holy shit, i see oblama
Zero18
PostPosted: Fri Aug 29, 2014 12:25 am    Post subject:

EVA-251
PostPosted: Thu Aug 28, 2014 11:45 pm    Post subject:

This is absolutely incredible.
Graion Dilach
PostPosted: Thu Aug 28, 2014 10:56 pm    Post subject:

I'll be honest.

I am not that surprised. Considering this guy has already pulled out miracles regarding development of RA2 - I would be surprised if someone else would have pulled this out.

It's indeed a headscratcher tho, I agree with you on that.
Plokite_Wolf
PostPosted: Thu Aug 28, 2014 10:39 pm    Post subject:

This is INSANE.
Banshee
PostPosted: Thu Aug 28, 2014 10:37 pm    Post subject:

I'm impressed, if this is really true!
Orac
PostPosted: Thu Aug 28, 2014 10:12 pm    Post subject:

I'm speechless.  How.
Regulus
PostPosted: Thu Aug 28, 2014 10:01 pm    Post subject:

No you don't, but you can easily transfer animations from one model to another using bones and key frames/bipfiles with significant ease, even if they aren't a single unified mesh. Not to mention using bones significantly reduces potential squash errors when multiple mesh objects are linked. Bones and Bipeds make animation a lot more simple and a lot more versatile.
ImP_RuLz
PostPosted: Thu Aug 28, 2014 7:49 pm    Post subject:

if they are not a single mesh/object then you dont need bones for animating.
Regulus
PostPosted: Thu Aug 28, 2014 6:51 pm    Post subject:

My hunches were right. I knew they were bubbled out like that. That's basically how TSAE has created its infantry environment. Do they use biped object tags or a custom bone set like C&C generals did? We could easily throw together an animation library for either animation type.

Darn. They were using Biped, but the conversion destroyed the biped information.
RatsInTheWalls
PostPosted: Thu Aug 28, 2014 6:07 pm    Post subject:

Hahahah, who knew Crazy Ivan had a goatee?
Aro
PostPosted: Thu Aug 28, 2014 4:32 pm    Post subject:

Mig Eater
PostPosted: Thu Aug 28, 2014 4:32 pm    Post subject:

Shame about the xref files, they could have been a great way to make different theater versions by changing the skin and re-rendering.

I might have a go at animating a few sometime, I've always wanted to see the sniper walking upright instead of hunched over.
tomsons26lv
PostPosted: Thu Aug 28, 2014 3:41 pm    Post subject:  Official Red Alert 2 Infantry Models
Subject description: AND BATCH PROCESSING n SHP CONVERTION TOOL


WWs Infantry models. Nuff said
Note, there are missing models that i don't have and textures, as well as lighting and cameras because those were XRef objects and i don't have them, unfreeze everything and delete the xref objects or remake them since the camera and lighting positions still exist.
The models are rigged, but the bone animations were once again xref files and i don't have those.

Westwood used in Debabelizer to process the renders(http://www.equilibrium.com/debabelizer/) and kinda just like us rendered separate shadow, AA, no AA versions except this tool processed them in batch not without manual interaction if possible.

Additionally there the SHP convertion tool to convert pcx to shp in the results folder of the batch_processor folder

Where did I get these?
A Allied Spy gave them to me!


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