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Good ol' bunker stile SAM Site [WIP]
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Azkhare
Grenadier


Joined: 24 Jan 2008

PostPosted: Sun Feb 01, 2009 6:55 am    Post subject:  Good ol' bunker stile SAM Site [WIP] Reply with quote  Mark this post and the followings unread

So, well, it is a copy and paste, but it's my very first building. I used parts from a part pack originally intended for RA2 buildings, compiled by a guy named Droke, so credits go to him. Here you can download his part packs.

Lacks snow frames and buildup. I don't think I am going to do any snow frames, but I'm thinking of the buildup. Problem is, I am terrible making animations, so if anyone is interested, you could give me a hand and I will release it.

Finally, here it is. Undamaged and damaged.



NEWSAMSD.JPG
 Description:
Damaged frames
 Filesize:  35.95 KB
 Viewed:  2800 Time(s)

NEWSAMSD.JPG



NEWSAMS.JPG
 Description:
Undamaged... and yes, I am using the old obelisks as laser turrets...
 Filesize:  45.16 KB
 Viewed:  2800 Time(s)

NEWSAMS.JPG



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Feb 01, 2009 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

It's way too bright.

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sun Feb 01, 2009 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

also too jpeg and the base connetion doesn't look good.

And, um, if it's bunker style... does it actually disappear underground? As far as I know TS has no logic for that except maybe charge anim.

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Azkhare
Grenadier


Joined: 24 Jan 2008

PostPosted: Sun Feb 01, 2009 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

@ Crimsonium: how do I fix that?

@Nyerguds: the jpg blurs it, but I will work on that connection.

And no, it doesn't disappear. It is only the Bunker look that it has...

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Feb 01, 2009 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Open SHP Builder
2. Use darker colours.

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Azkhare
Grenadier


Joined: 24 Jan 2008

PostPosted: Sun Feb 01, 2009 1:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

duh, but is there a tool in OS SHP to make it automatic?

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sun Feb 01, 2009 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Azkhare wrote:
@Nyerguds: the jpg blurs it

That's my point, yes. use PNG Rolling Eyes

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Azkhare
Grenadier


Joined: 24 Jan 2008

PostPosted: Sun Feb 01, 2009 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh, ok, I will replace them as soon as possible.

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Mon Feb 02, 2009 1:04 am    Post subject: Reply with quote  Mark this post and the followings unread

The little obelisks are a nice touch Wink.
Well if you want to make it a "pop up" turret, you could add the turret to the muzzle flash animation. It works but, as I've tested it, however I couldn't get it to face any direction besides up, though I guess that could be solved by adding a dummy (invisible) turret to the building.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Feb 02, 2009 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread

can you make it deploy between two modes? One with the turret but weak health, and the other is just the bunker and it has a lot of health?

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Azkhare
Grenadier


Joined: 24 Jan 2008

PostPosted: Mon Feb 02, 2009 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Machine wrote:
The little obelisks are a nice touch Wink.
Well if you want to make it a "pop up" turret, you could add the turret to the muzzle flash animation. It works but, as I've tested it, however I couldn't get it to face any direction besides up, though I guess that could be solved by adding a dummy (invisible) turret to the building.


I think that could be done playing with the Arm= and the animation. I mean, muzzles can have eight facings, and the Arm= tag in the projectile section controls how long it takes to get the projectile to the launching bay and actually firing. It could be done, but I am totally useless when it comes to animations...

@DaFool: It could be coded to change between modes, as I stated, but I don't think the armor can be changed between modes...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Feb 03, 2009 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

the Arm key does not work in TS.

You can't code a building that deploys into another building without having it to deploy into a unit as an intermediate stage.
That's why it's impossible to make the bunker logic work in the way, that it has more hitpoints when in bunker stage.

The only way to make it graphically work is how Machine has mentioned it, to use the firing anim together with a charge anim.
However in this way, it won't have a rotating turret with 32 facings, but only a turret which appears when it shoots. The charge logic can compensate a lot, but i doubt that you can give the turret a smooth rotation towards the target. It would come out, jump to the target direction as soon as it fires and then move down again which would be part of the firing anim.

All in all you need
1 chargeanim (with the turret standardly facing upwards when it raises)
8 firing anims (with each having it's own "turret go down" anim)

Another small problem is, that the turret is mainly visible via the muzzle-flash anim which uses the anim.pal and this way can't have remaps on the turret.

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iloo
Soldier


Joined: 25 Aug 2008
Location: Turkey,istanbul

PostPosted: Tue Feb 03, 2009 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberian Dawn's Sam Site per Is Like

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Feb 03, 2009 2:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberian sun this is idea works no longer game engine makers changed. Idiot.

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