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GDI Raven scout walker
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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Sep 21, 2010 6:06 am    Post subject:  GDI Raven scout walker Reply with quote  Mark this post and the followings unread

My first mech attempt, the lighting could have been a little better.. but I'll worry about that next time. Very Happy

Big thanks to LKO and Morpher for some tips.


Code:

;rules.ini

WalkRate=1
Speed=4

;art.ini

WalkFrames=30 ; yeah it's a lot, but I'm done with this for now.


Sorry, I didn't bother working out the FLH.

EDIT: I fixed this thing up as much as I am willing to take it, again big thanks to LKO for having the patience to help me out so many times.



ingame.png
 Description:
final ingame render.
 Filesize:  19.96 KB
 Viewed:  9178 Time(s)

ingame.png



icon0000.png
 Description:
For you cameo guys to work with.
 Filesize:  3.77 KB
 Viewed:  9487 Time(s)

icon0000.png



GDI Raven fixed.zip
 Description:
This is the correctedand fully tested version, the walk anim is smooth, and shadows fixed.

Download
 Filename:  GDI Raven fixed.zip
 Filesize:  79.13 KB
 Downloaded:  327 Time(s)


Last edited by Tony on Wed Sep 22, 2010 6:14 pm; edited 3 times in total

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Tue Sep 21, 2010 6:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I think it looks good, any chance of a gif for the preview? Reminds me of an old Amiga game called walker #Tongue

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Sep 21, 2010 6:42 am    Post subject: Reply with quote  Mark this post and the followings unread

posted a preview.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Sep 21, 2010 7:38 am    Post subject: Reply with quote  Mark this post and the followings unread

I really like this. Really, really.

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Tue Sep 21, 2010 8:48 am    Post subject: Reply with quote  Mark this post and the followings unread

This looks awesome and fits in very well with the other GDI mechs. Almost makes me want to create a new unit for my mod just to use it Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 21, 2010 10:32 am    Post subject: Reply with quote  Mark this post and the followings unread

the model is really good, however the SHP has 3 major problems.

1. the animation is no loop. attached is a gif showing the problem.
To get quite easy a loop, make sure the legs are at the outer most position on the first frame. Left leg on the farthest rear position and right leg at the farthest front position. Then start the animation from there and let the left leg move for 6 frames to the front and the right leg at the same time to the back. Use then the next 6 frames to get each leg back to its starting position.
On the 12th frame where each leg has found its starting position again, rotate the camera and start the walkloop again.

2. Animation design is not that well suited for ingame usage. Since turreted SHP units don't move the turret up and down or left to right and keep it always fixed in the centre, make sure the hip of the walker section doesn't moves and stays fixed in its position too.
It looks odd if the turret stays in its position and the hip moves in all different directions, giving it a completely unconnected appearance ingame.
In other words, you can't make a turreted SHP unit with a chicken walk.

3. messed up pixel. Some black pixel of the mech were converted into the transparent black of the color palette, thus causing holes in the mech.
To avoid that you have to create a new palette which you use for conversion only and also set the background color in 3dsmax to green.
Then convert the frames with XCC Mixer or SHP Builder using the special palette. This way you can also avoid that during the conversion, red pixel are converted into non-remap red pixel etc.



raven.gif
 Description:
the 2 frames which are the last and first frame of the loop have a red circle added and show the broken loop in the legs movement
 Filesize:  4.89 KB
 Viewed:  9426 Time(s)

raven.gif



palettes.PNG
 Description:
screenshot of 4 of the many different palettes i use for conversion (note the transparent black changed into green)
mostly i use unitmod.pal on the top right
 Filesize:  13.88 KB
 Viewed:  9425 Time(s)

palettes.PNG



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SHP Artist of Twisted Insurrection:  Nod buildings

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X-Mech Calendar (28 Mechs for GDI and Nod)
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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Sep 21, 2010 3:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Those are definitely some big issues, for all cases pointed out.. I see what you mean now.

Back to the drawing board. Smile

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Sep 21, 2010 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

How does this look?



walk.gif
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walk.gif



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 21, 2010 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

The animation looks flawless now.
However, the 30 frames for each facing make it very slow and don't suit such a fast looking mech.
So i would suggest you try reducing the number of frames to 12 again.
With WalkRate>1 you can later still make the anim slower, but not faster than WalkRate=1.

\EDIT
I just noticed that the hip is still moving a bit up and down, though i don't think this is such a big problem as it doesn't moves that far.
However, in your future projects you should make the hip stay on the same height.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 21, 2010 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tony wrote:
Good, ok another question.

Is there a way to tell max to render the turrets start frame numerically where the legs left off?

EX: legs anim 0000-0240 > turret 0241-0272> etc.. etc

I've been manually renaming.. and it sucks.


I always rename too, but i use IrfanView for that.
This has a batch conversion/rename option, with which i always gave the frames a consecutive numbering.
Especially on more advanced projects where you use multiple 3ds max files for the same object, you need such a tool. e.g. when creating a unit with walk, firing, stand frames and each using a different particlesystem. Then you don't want a single max file with 500+ frames to render.

\EDIT
huh? Where's your post gone Tony?

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Sep 21, 2010 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

3dsmax managed to correctly name from 241-272 in a separate folder, but it only did it once.. Neutral

I thought that I figured it out, but instead I think I'll give irfanview a shot.

EDIT: I have been banging my head on this one for too long, below is the latest obstacle I'm facing with the shadows after i convert to shp.

Also, I have attached the work files for examination if anyone has the time.



walk0299.png
 Description:
before converting t shp
 Filesize:  13.03 KB
 Viewed:  9276 Time(s)

walk0299.png



wtfshadow 0299.png
 Description:
after converting to shp
 Filesize:  546 Bytes
 Viewed:  9276 Time(s)

wtfshadow 0299.png



Raven work files.zip
 Description:

Download
 Filename:  Raven work files.zip
 Filesize:  4 MB
 Downloaded:  159 Time(s)


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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Sep 22, 2010 3:52 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure this is what your talking about, but maybe this will help ya out a little.



Image01.png
 Description:
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Image01.png



Image02.png
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Image02.png



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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Wed Sep 22, 2010 5:35 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah, I got the frames problem figured out, it's the converting to shp part that keeps screwing up..

especially the shadows.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Sep 22, 2010 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't know why you have the shadow problem.
XCC Mixer with the custom conversion palette is doing the conversion perfectly fine.
Attached is the SHP i got after converting your png-sequence.

However your shadow 3ds max files are not set up correct. Take a look at my example and copy the exact material values.
Right now the ground plane (in the walk max file), on which the shadows are cast, has no texture at all. Thus it isn't pure black and after PNG-SHP conversion you this way have to do another color-conversion step in SHP-Builder.
This plane is also the area that got purple in your wrong conversion picture, as you can still see the black background corners where the plane ends.

In addition you have to create another black material (see my example files) which doesn't allows shadows to be cast on it and assign this material to the whole mech, so you can't see it anymore.
Even if it's very dark, you can still see the whole textured mech. So removing this would give you another color-conversion step in shp-builder.

Finally set the background color in 3dsmax for the normal illuminated model to green, so you can be sure no black mech pixel got converted to transparent black.

And you should reduce the number of frames for each walkloop.



walk.zip
 Description:

Download
 Filename:  walk.zip
 Filesize:  157.12 KB
 Downloaded:  183 Time(s)


_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Wed Sep 22, 2010 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

And you should reduce the number of frames for each walkloop.


I would but unless you mean not completely re-animating the mech.. I don't know of another way.

I don't know if you noticed, but the rig in my model is that from your Medusa, just slightly raised, TBH I am very bad at animating on my own, thats why I used CAT tools before. (resulting in the chicken walk mech)

As far as the conversion went on my side.. I just tested, and got a bad result again even when using your plane and materials. this time the shadows were there, but parts of the plane were still visible in the form of what looks like snow. guess that might come in handy for making a snow anim.. lol

Anyways the mess has been sorted out manually in shp builder, and the shp is updated in the first post, I am going to move on to my next project, I might be terrible at the easiest part!! but damn it I got the hard part down!! Laughing

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Machine
Commander


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

PostPosted: Thu Sep 23, 2010 12:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Actually you don't need to redo the animation to rescale it.


You can use that menu to do it.


Or if you activate the slider just below the animation keys, you can move it to resize your animation. I only highlighted one of the ends, but you can use both.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Thu Sep 23, 2010 1:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah I'm familiar with that menu, I just wasn't sure how best to edit the keys themselves without screwing up the animation, but I got it worked out now.

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