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plasma explosion
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ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Sat Jul 11, 2009 3:20 pm    Post subject:  plasma explosion
Subject description: ra 2
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#Tongue

i think its a bit too big



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need my speed
Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Sat Jul 11, 2009 3:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

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!

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ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Sat Jul 11, 2009 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

i added some blank frames so its not too soon invisible, and made it translucant... its also 10% smaller now



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Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Sat Jul 11, 2009 4:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great! I can't find anything wrong with it now.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sat Jul 11, 2009 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

The dust circle is too perfect - make it more distorted and the animation slightly darker and it's a win.

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Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Sat Jul 11, 2009 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

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...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 11, 2009 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Sat Jul 11, 2009 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow i like this im going to use it but mate you need to match the plasma ball with the animation

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ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Sun Jul 12, 2009 5:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

i made the explosion new and a nother projectile ... but i cant find a way to make the texture move Sad i think bryce 5 is too old #Tongue ... i try to learn maya Smile



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Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Sun Jul 12, 2009 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Sun Jul 12, 2009 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

i tryed to give the projectile multiple frames but it wont work with loopstart,loopend,loopcount=-1 ... how could i do it??

BTW Bryce 5 is an old terrain editor programm :p i used it a loong time ago

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 12, 2009 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Sun Jul 12, 2009 10:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

thx LKO ! it works #Tongue



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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Sun Jul 12, 2009 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

More angles please?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Mon Jul 13, 2009 12:51 am    Post subject: Reply with quote  Mark this post and the followings unread

It's going to be the same...

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Mon Jul 13, 2009 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I'm actually looking at the muzzle animation, but you don't need to make a new .Gif.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Mon Jul 13, 2009 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Mon Jul 13, 2009 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

ORLY?

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