Posted: Sat Feb 19, 2011 10:27 pm Post subject:
Stargate and Rings [WIP]
Just finished the Stargate TV show and decided to make it.
I have a ripple modifier linked to the water part right now, but its giving me problems when the loop restarts because the animation ends differently than it begins. Any suggestions?
Edit: Started working on the activation animation though I don't know how useful it would be in YR.
The first animation looks great.
How it could be used(probably other ways to), you split the animation into to parts, when the first part is done, the second animation start(Next=) and also contain code for spawning infantry(NP/Ares).
Could you make(on the animation), so you can see the rings from the sky fall down? something like this:
The rings falling from the sky only happened in the show, when a ship was involved flying low above the ground, e.g. Alkesh or Transporter.
In all other situations, they came from the ground, rose up, did the beam and then went back down in the ground.
Sometimes either the top most ring was even with the ground when off, or an additional hatch opened before the first ring appeared.
So imo you should completely avoid making them fall from the sky, as it looks strange if they appear out of nowhere.
Other than that, they look really nice. Good job.
Can't wait to see your kawoosh effect. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Maybe some kind of flash effect when it reaches the climax of the *vwoosh animation? It was always pretty spectacular in the show.
Excellent work, though. All of this is really beautiful haha, kind of reinvigorated my interest in Stargate. I'd be really interested to see whatever else you'll make. _________________ "The thing about biology is that while it is really easy to kill a lot of something, it's a lot harder to kill all of something. And the survivors tend to be a lot tougher and pissed off." QUICK_EDIT
These animations look pretty sick! are you going to include a ramp with the stargate ring or a piece of terrain that looks like the stargate ramp? _________________ If you don't eat, you don't poo, if you don't poo, you die. QUICK_EDIT
The shape of new kawoosh is a bit too smooth. On the old one it was more frayed on the end which looked cooler. Also the fact that the old one was first with a medium diameter and then suddenly changed to a bigger diameter was cool.
So imo the best would be the old one using frames 17-36, though a lot closer to the ring (without the long thin part) and combined with the brightness/texture of the new one (though keep some of the darker more blue spots and don't make the whole kawoosh white/bright blue).
The ramp is a bit strange, since it shows steps which are angular too. Either make a flat angular ramp or a staircase, but not both in one. The height of the ramp could be also 2-3 steps lower. Remember, the instable vortex of the kawoosh would disintegrate the molecules of the ramp that are inside the ring, so the ramp should actually end close before the event horizon and don't go through it. And the ramp should be of course low enough, so it doesn't gets in contact with the kawoosh effect. _________________ SHP Artist of Twisted Insurrection: Nod buildings
So imo the best would be the old one using frames 17-36, though a lot closer to the ring (without the long thin part) and combined with the brightness/texture of the new one (though keep some of the darker more blue spots and don't make the whole kawoosh white/bright blue).
Thanks. I didn't even notice.
Edit: I forgot to change the texture specular level back down. I was toying around with its specular level earlier and must've saved by accident.
Lin Kuei Ominae wrote:
The ramp is a bit strange, since it shows steps which are angular too. Either make a flat angular ramp or a staircase, but not both in one. The height of the ramp could be also 2-3 steps lower. Remember, the instable vortex of the kawoosh would disintegrate the molecules of the ramp that are inside the ring, so the ramp should actually end close before the event horizon and don't go through it. And the ramp should be of course low enough, so it doesn't gets in contact with the kawoosh effect.
I did have doubts about the bumps on the ramp because they look incorrect from the render. Definitely will change the height of the ramp, looks a little too high. It was based off one of the newer series's ramps:
http://josephmallozzi.files.wordpress.com/2009/09/nup_135093_0406x.jpg
Like I thought,what I found weird in your kawoosh is that it open at the end (like a dune sandworm mouth).
edit: also,for the rings teleport,instead of a platform,you could use an anim like the dig anim of TS,to hide when the rings appear and disappear,to allow it to be used anywhere. Last edited by Cantdrawbutmod on Tue Feb 22, 2011 12:04 pm; edited 1 time in total QUICK_EDIT
The last kawoosh is really the best so far.
To make it perfect it would just need to be a tad bigger in its diameter when it's at its zenith imo.
Also try to make the 1. frame of the kawoosh blend better into the final frame of the closing event horizon. There is a too much visible step from one anim to the other. (a bright light flash could do the job to hide the jump from one to the other anim; this is also shown in Cantdrawbutmods' anim at the start and end of the kawoosh)
In addition a tad more inner movements would be nice (twists and turns in the surface). For that i would suggest you use the movie as reference since it has the best kawoosh imo. The series kawoosh looks too much like the "stone thrown in water" animation, while the movies kawoosh is more frayed out with small particles even flying away iirc.
For that you could use your last one as the main centre anim and create another one which you put ingame over the base anim, though with a 50% transparency. So you get an opaque inner part with a nice transparent corona. (e.g. look at the TI Nod Nuke firing anim for a combined animation of 3 SHPs playing at the same time with one opaque, one 50%Translucency and one with 75%Translucency) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Posted: Thu Feb 24, 2011 4:52 am Post subject:
stargate
Nice, its pretty good _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
@ Cantdrawbutmod
Thank you, thats been very useful. I've was using YouTube videos before.
I'll try that when I get the chance.
@ Lin Kuei Ominae
I've added the flash and changed the Kawoosh part a bit. I haven't had the time to adjust the ripples at the end but that shouldn't take too long. Once I change fix the displacement and do what you suggested, the ripples will turn out better.
Edit: I'm going to start the whole animation from scratch. I think I figured out a easier way to make it than what I have currently.
Edit: New version, I just need to make a better transition, change the Kawoosh color and get rid of the parts that go a little crazy.
Stargate NEw.gif
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Tower.gif
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Also, here is something kinda funny, the ring transporter animation was totally screwed up and ended up with this.
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Last edited by Edge on Fri Feb 25, 2011 1:30 am; edited 2 times in total QUICK_EDIT
Keep the original animation for the gate opening ''wooshing'' but add the start and the end from the new one. Then it will be perfect in my oppinion. _________________
Posted: Sat Feb 26, 2011 5:48 am Post subject:
SG-1
like it all, might be something to use at a later time _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Wed Mar 02, 2011 10:45 am Post subject:
The reason it looks weird when floating is just because it lacks a shadow. All of your stuff seems to lack shadows on the ground. _________________ QUICK_EDIT
Posted: Thu Mar 03, 2011 9:19 am Post subject:
stargate
Edge wrote:
They definitely do lack shadows. Its just the gate doesn't look right without the ramp imo. Even with the shadow, it still looks weird.
I can agree with this. If the gates are for show but functional then make the ramp a terrain piece, so they will actually walk down the ramp like in the show. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Posted: Wed Mar 09, 2011 12:19 am Post subject:
wip
not bad, something that might help you. the videos were designed for 3d max, but some of the info in them can be used for any 3d program. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
yr infantry as 6 walk frames and attackframes for each direction...
if you are doing complete new infantry and replace all existing i would go for 12 walkframes and attackframes _________________ just a simple logo by bricks @ raminator, on Flickr QUICK_EDIT
Posted: Wed Mar 09, 2011 8:19 am Post subject:
wip
can you make your new one bit bigger? The preview image, just so we can see bit better _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
I wouldn't make too many frames, because
a) the animation speed can't be raised/adjusted via ini keys
b) the longer animation take more time to play and thus the slower animation might not fit anymore the ingame movement speed, which would give infantry the ice-skating look.
Thus the amount of walk frames depends on the size of the unit and the size of each step. The bigger or slower the unit, the more frames it can have. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I know this was a topic is dead 3 years, but I contacted the original poster of the topic, but in case he is no longer around I found this might be something I could use.
I am curious the the Stargate rings...... It has been a long time since I used the ChronoSphere. I have taken all the IMO worthless junk from the game, but after watching an episode of SG1 on DVD I need to know if the Stargate rings could replace the chronosphere animation. Sorry if this hard to understand Ive been up almost 2 days. And also the Stargate. This could be used like the tunnel system correct? make a 2 by 1 cell terrain tile that looks like the gate without the animation _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Thu Jul 24, 2014 7:00 pm Post subject:
2 cell wide tunnels do not wwork good IIRC so you would have to get an embiggened version + I think if you mke the stargate be the tunnel units might just go though the gate and go forward as if they were going though a regular tunnel so you would probably have to make some kind of a "tube" or a flow.
And I also don't think it would be great for a chronosphere animation. _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
it is higly the tunnel would not have no animation, unless there is a code within the game to play an animation when entering a cell. I dont know I have not looked into it _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
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