Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Sat Jul 11, 2009 3:42 pm Post subject:
Nice, but the smoke goes a bit slow if you understand what I mean, and maybe it's too thick, but I can see that's just your style and it looks great. Also, upon closer looking, the smoke just appears, and that looks strange, although people probably won't really realize this in the middle of a battle. Maybe make the smoke translucent, but then the plasma also would need to be translucent (or not?). The plasma however stays too long in the same spot before it moves, if you make the smoke faster, by deleting some frames, this will probably also be solved. And you're using a bad projectile, or atleast with a bad palette.
Now enough complains, it's still awesome! Great animations, great voxels...roncowns! _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
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Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Sat Jul 11, 2009 6:02 pm Post subject:
Hmmm...Yes. But what do you mean with the animation? If you mean the plasma, it should maybe be a bi darker, or a bit more red... _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
The noise modifier which creates the smoke texture for the firing anim and the explosion, should be animated too. Right now it looks too static and just like the whole anim is cut out of a bigger texture. _________________ SHP Artist of Twisted Insurrection: Nod buildings
wow i like this im going to use it but mate you need to match the plasma ball with the animation _________________ Link to a document to see what mods i have and/or working on or working with
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Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Sun Jul 12, 2009 5:18 pm Post subject:
Give the projectile multiple frames (with SHP Maker), put the adequate coding in artmd.ini, and tadaa! What's bryce 5 though?
Nice animation, however, once the animation begins it sort of appears to be frozen for a tiny bit of a second before it starts playing, if you get what I mean. But I only noticed it upon closer looking, so there isn't really something wrong with the animation. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
projectiles use
AnimPalette=yes
AnimLow= ;the first frame of the loop
AnimHigh= ;the last frame of the loop
AnimRate= ;the speed at which the anim plays
The normal LoopStart,LoopEnd etc keys for animations don't work on projectiles.
At least it's this way in TS. RA2 should work the same but i'm not sure.
more info here _________________ SHP Artist of Twisted Insurrection: Nod buildings
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