Joined: 05 Sep 2007 Location: Somewhere in rulesmd.ini
Posted: Fri Aug 08, 2008 10:39 pm Post subject:
[RA2/YR] Supermuzzle
Subject description: Gunfire/Explosion Animation
I made this animation with 2 purposes.
*Non MG troopers Garrisoned Buildings.
*A new type of weapon for big voxels.
The 2nd idea is what i am showing in the image below. An example using the ChaoticGeneral's Triton. Sorry for the low quality of the GIF but it's best than nothing. For this weapon i gave it a cluster code like this to make very realistic Battery gunfire.
As for using it in garrisoned buildings, i don't know exactly if this could replace the UCFLASH occupantanim correctly. You will have to see it by yourself. I hope it works too.
Im providing a big high quality anim so you can resize it to your needs (the GIF below) and the resized one to fit the Triton.
If youre interested in making a weapon like the one i did use this codes.
they are quite well made, but the used explosion anims are too repetitive. Some different types of muzzle flashs would have been nice.
I also don't see a real purpose for them, since the garrisoned buildings in RA2 use afaik a single muzzle flash on specific positions which are defined in art.ini.
Another problem could be the transparency. With translucency=yes the first anim would be quite opaque and the last explosions almost transparent and not like each explosion starts opaque and fades out to full transparency.
Such an effect should be done imo with some art.ini debris workarounds, so each explosion is a separate one. This way they would be also more random.
But none the less, these are well made and i'm sure someone can find a purpose for them. Even if they are just used as some kind of flak fire.
P.S.: the first gif is quite useless. take the screenshots, cut out the important part and make the gif with those smaller pics in real size without resizing them. _________________ SHP Artist of Twisted Insurrection: Nod buildings
but there you see the problem which i meant with the specific firing positions. With the supermuzzle a lot of the muzzleflashs are outside of windows and even outside of the whole building in the middle of nowhere. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Aug 09, 2008 9:32 am Post subject:
No, I mean when a garrisonable structure with 10 guys inside, which each of these guys has this anim, then it would lag when you look at it It has nothing to do with size. QUICK_EDIT
Joined: 22 Aug 2006 Location: somewhere south of the north pole
Posted: Sat Aug 09, 2008 12:05 pm Post subject:
Dutchygamer wrote:
Not a bad anim, only with translutency it would lag the hell out of your pc when there are 10 guys firing with this anim
You do know that changeing all the "Translucent=yes" to "Translucent=no" is the best way to reduce lag ingame? For me, it reduced the amount of lag by 60% And you know what, that game looks just the same!
Very nice anim you got there, very nice! _________________ This is a signature QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Aug 09, 2008 12:55 pm Post subject:
Well, not really I deleted it with the alternative Ivan Explosion. It does looks different, but it doesn't lag anymore when 5 Crazy Ivans detonate at the same time (is an attack of me )... QUICK_EDIT
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