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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Dec 03, 2011 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Imp_Rulz wrote:
separation level 1 gives the best simulation result but requires more than 100 GB of memory to process the simulation and it always crashes my max


100GB? you are being sarcastic right? Razz
I mean even the top rated coms dont exceed 10-20GB of ram

@Orac, best thing to do is watch some youtube video tuts, Thats how I'm learning. Looks like Imp_Rulz has the most knowledge of FumeFX so far Smile

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ImP_RuLz
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Joined: 21 May 2004
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PostPosted: Sun Dec 04, 2011 7:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Ugh. How are you folks doing this? I've been clicking buttons for days now and my fireballs always look bad Neutral

http://www.youtube.com/watch?v=7sVSGtldvQc

Cranium wrote:
100GB? you are being sarcastic right?

see the attached image #Tongue



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4StarGeneral
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PostPosted: Mon Dec 05, 2011 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some Motherboards hold up to 128 GB RAM, and technically, Win7 Ult x64 supports 192 GB. But either way, Render Farm, because right now, 16 GB sticks are $375 - $420 each, netting you around $3300+ USD for 128 GB system, for the memory & mobo alone.

Awesome animations guys, we can never have enough new anims #Tongue

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Mig Eater
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PostPosted: Mon Dec 05, 2011 3:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
Indeed. FumeFX rendering requires a large amount of ram. Do you use the Default setting for Spacing, or do you lower it? The lower the Spacing setting and a higher quality setting, the way more ram it will require.

I use spacing of 3 or 4, 2 takes hours & 1 often makes 3DS Max crash.

From what I've read the ppl making the cool stuff (like in the vid at top) are using 8 core PCs with over 20gb of ram & then it still takes 10 hours to sim/ren!

ImP_RuLz wrote:
see the attached image

That's just mad o.0 I only used a grid of 500x500x750 for my nuke, the new one I'm working on is only 150x150x300!

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ImP_RuLz
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PostPosted: Mon Dec 05, 2011 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

i just realized, i use huge FumeFx grids :/
so thats why it takes so much memory, time to scale everything down! Very Happy

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Cranium
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PostPosted: Mon Dec 05, 2011 9:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

heh, I guess you werent joking about the 100GB. Thats just crazy Razz

@Mig, yeah I tried doing some advanced FumeFX tuts and they always crashed my Max. They were just to intense for my com setup Laughing

I'm sorta messing with Particles right now. Though I'm still having a rough time figuring out the proper setting sometimes Confused I cant find a decent tut for FumeFX and Particles. If someone finds one let me know.



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Darkstorm
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PostPosted: Mon Dec 05, 2011 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

ImP_RuLz wrote:
okay i found something about this,
higher temperature settings make the smoke rise faster
higher dissipation strength in smoke properties makes the smoke disappear quickly
higher heat production means higher temperature which means the smoke will rise higher
burn rate, obviously, is how quickly the fuel will be burnt per frame/voxel (as the program calls it)
separation level 1 gives the best simulation result but requires more than 100 GB of memory to process the simulation and it always crashes my max Very Happy
for further assistance visit http://www.community.ro/index.php?option=com_content&view=article&id=45:fumefx-properties&catid=34:fume-fx&Itemid=50

oh and Darkstorm, i couldn't find the original scene of the animation so i just made a new one
and i also fixed the ion beam, I hope #Tongue


(I don't know why the image won't show.)

Sorry for being a little overly critical. Sad

The main issue here is that the ring animation seems a bit out of perspective (it looks too 2D) and that it seems to overlay the downward beam. If you can fit that, I'm pretty sure I'd be fine with it. The only other issues are that the scale of the original was a little better for the big flying disk and that color could be a little more plasmish blue like Craniums animations (well, more of a mix, his may be a little too light blue).

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Cranium
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PostPosted: Tue Dec 06, 2011 4:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Something else I got my hands on. Very Happy
I tried to do it John Wayne style without consulting a tut, obviously I failed big time. But coupling this with FumeFX, the sky's the limit.



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Cranium
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PostPosted: Tue Dec 06, 2011 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is a clearer picture of what this tool does. It can be made to just explode and crumble to the ground. I can apply FumeFX to it too, so it can have an explosion impact. Kinda like RA2 destroy animations on there buildings.
The blinking lights are supposed to be muzzle flashes, but something went wrong somewhere Laughing



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Machine
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PostPosted: Tue Dec 06, 2011 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is that rayfire?.

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Cranium
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PostPosted: Tue Dec 06, 2011 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh yeah, I forgot to mention that didnt I. Yes, it's Rayfire 1.5

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Cranium
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PostPosted: Tue Dec 06, 2011 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

What do you think? Now all I have to do is apply the fumefx explosion to it, and then Destroy anims away Very Happy



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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Tue Dec 06, 2011 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

these are Really neat Smile , Nice work both Very Happy

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ArvinCool
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Joined: 01 Jun 2008

PostPosted: Tue Dec 06, 2011 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

haha love the death animation

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Deformat
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PostPosted: Wed Dec 07, 2011 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like boxes blowing up, not like a building...

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raminator
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PostPosted: Wed Dec 07, 2011 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

who cares!!!!
me likes it #Tongue

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Speeder
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PostPosted: Wed Dec 07, 2011 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Red Alert 3 destruction anims look something like that.

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ApolloTD
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PostPosted: Wed Dec 07, 2011 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Pieces are unrealisticly big to just shatter like that thus it looks like someone set off dynamite on a big rock instead... If you could do like half the size those if not lesser, might look more sensible collapse.

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Lin Kuei Ominae
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PostPosted: Wed Dec 07, 2011 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

better would be if the building would explode in several parts. First the roof, then the sides.
In addition as Apollo mentioned, there should be also a lot smaller pieces. The best would be, if columns and solid walls would split into bigger parts, while thin walls, doors and windows explode into many small parts.

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Cranium
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PostPosted: Thu Dec 08, 2011 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, the thing with all that is, my comp cant handle extrme graphics using these Max plugins. I'd have to have a high end computer to make really great stuff. So I can only get as good as my comp will allow me too. Breaking it down to smaller pieces requires alot more iterations during the fragmentation process which will ultimately kill my com, especially when I go to add in the fumefx portion of it. But I'll try taking it to the limits, but no guaruntees.

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m7
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PostPosted: Thu Dec 08, 2011 1:01 am    Post subject: Reply with quote  Mark this post and the followings unread

The whole structure being solid really ruins the breakaway look of this. To me, this is just a big cartoony effect that even RA2 wouldn't have went for. If you want destruction anims, why not animate the individual parts falling apart and being destroyed as opposed as blocks exploding? It just really doesn't look great. =\

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4StarGeneral
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PostPosted: Thu Dec 08, 2011 2:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Agreed, you have the 3D model, its obviously normally not a single object. Apply the destructor to each large part of the construct and have those break into pieces. Switch off any pre-rendered views obviously, and go full out wireframe if you have to.

You could possibly render FumeFX separately by making the exploded building completely blue as is the background, copy the lighting from the fumefx explosions and create lighting to equal it onto the exploded building with its textures restored. Layer the fumefx renders onto it.

May take more time, but needs less processing power.

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Cranium
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PostPosted: Thu Dec 15, 2011 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

how bout something like this?



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Cranium
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PostPosted: Fri Dec 16, 2011 1:10 am    Post subject: Reply with quote  Mark this post and the followings unread

reign of fire Laughing



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Nikademis Von Hisson
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PostPosted: Fri Dec 16, 2011 4:47 am    Post subject: Reply with quote  Mark this post and the followings unread

SEXY!!!

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Lee
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PostPosted: Sat Dec 17, 2011 4:59 am    Post subject: Reply with quote  Mark this post and the followings unread

That would make a good mini-superweapon Cranium!

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Lin Kuei Ominae
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PostPosted: Sat Dec 17, 2011 10:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium, you should test if you are even able to achieve a good SHP result. In the previews the smoke looks great, but that doesn't counts if you can't get it converted in good quality in the SHP as well.

Things that i have noticed:
1) the smoke has too fine shades of black/grey, which will surely give it in the SHP bad black borders and unrealistic shading. Your smoke is also colored in the wrong way round. It should be darker in the centre (where it's thick) and brighter at the outer areas, or your SHP result will look bad.
2) the fire in your animations is too short and the colors could be a lot better too (not only yellow).
3) the colors are too plain. Smoke and fire use almost only one color in each frame. There should be a lot more shades of yellow/red (fire) and grey/black (smoke). With the default 3dsmax particlesystem you can achieve such an effect if you give the particles a randomized particle starting age and a "particle age"-Material in the diffuse color map, which has different colors for different particle ages defined.
4) inner turbulences would be great. use forces like particle bombs, wind, vortex, gravity and drag.

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FurryQueen
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PostPosted: Sat Dec 17, 2011 11:00 am    Post subject: Reply with quote  Mark this post and the followings unread

If he makes it for YR, Ares allows custom palettes so it may not look as bad as you think that way, but otherwise, completely agreed. Fewer shades might work in our favor here.

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Lin Kuei Ominae
Seth


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PostPosted: Sat Dec 17, 2011 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I didn't had the palette in mind, which should do the job fine (e.g. the TS anim.pal is much superior with it's better defined colors and could be simply used in ra2 as well).
The problem is that he fades the smoke and fire into the black background. But since this is actually transparent, he will get the ugly black/dark borders around each smoke and fire cloud.

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Starkku
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Joined: 28 Dec 2007
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PostPosted: Sat Dec 17, 2011 11:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
the TS anim.pal is much superior with it's better defined colors and could be simply used in ra2 as well




TS animations palette is HORRIBLY unoptimized compared to RA2 anim.pal (which isn't perfect by itself either but that's not the point) so I am not exactly sure where you're getting your 'facts' from. Hell, just because it has more greens and saturated blues does not make it better. Just look at it. The second column (32-63) for an instance, barely any contrast between the colors which is pretty much a waste of valuable color slots. The list goes on.

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Cranium
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PostPosted: Sat Dec 17, 2011 1:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
If he makes it for YR, Ares allows custom palettes so it may not look as bad as you think that way


Thats pretty much my intentions.

As for adding different shades of colors, that can be done easily by adding a gradient map directly to the fire and smoke using fumefx control interface. These are pretty much all just test runs, nothing permanent.

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Graion Dilach
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PostPosted: Sat Dec 17, 2011 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
Lin Kuei Ominae wrote:
the TS anim.pal is much superior with it's better defined colors and could be simply used in ra2 as well


*silly image goes here*

TS animations palette is HORRIBLY unoptimized compared to RA2 anim.pal (which isn't perfect by itself either but that's not the point) so I am not exactly sure where you're getting your 'facts' from. Hell, just because it has more greens and saturated blues does not make it better. Just look at it. The second column (32-63) for an instance, barely any contrast between the colors which is pretty much a waste of valuable color slots. The list goes on.


I could create a totally awesome custom palette specified to explosions based upon the TS palette. Maybe the second column is bad, but the rest makes that palette much better than RA2's... because it's gradiented and gives more freedom in colors.

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Cranium
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PostPosted: Sat Dec 17, 2011 1:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

this is it using the TS Anim Palette. A custom palette would even look better. But dosent look to bad as is.



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OmegaBolt
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PostPosted: Sat Dec 17, 2011 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

The 'dissolve' effect on the smoke is quite nasty though IMO.

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Starkku
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PostPosted: Sat Dec 17, 2011 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:

I could create a totally awesome custom palette specified to explosions based upon the TS palette.


And that's just it. I was making comparison based on the fact that it's animations palette, a generic-purpose palette used to draw animations and particle images, supposed to be versatile instead of specific. Whether or not TS anim.pal is better for stuff like basic & tiberium exlosions and other similar content is mostly irrelevant when doing such comparison. For more specific usage, such as for the aforementioned types of explosions, TS anim.pal might work just fine though.

And yes, I won't drag this any further than this. Especially not here. Consider the subject dropped on my part atleast.

On more on-topic subject, I do agree with Bolt's notion that the dissolve effect on smoke looks not-so-good. Needs to be more solid instead of dithered.

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Cranium
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PostPosted: Sun Dec 18, 2011 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah. I'm gonna need to figure something out on the smoke. Looks horrible even in game with a custom palette. Confused

Possible new spark anim?



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Krow
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PostPosted: Sun Dec 18, 2011 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol. Fireworks. #Tongue

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Cranium
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PostPosted: Sun Dec 18, 2011 4:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

what do you think fireworks are? They are immited sparks Razz
hence spark animation. Smile

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Krow
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PostPosted: Sun Dec 18, 2011 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Laughing I know man, but if that's coming out from a tank then we might have a party. #Tongue Nonetheless, it looks nice. Although a bit impractical. Smile

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m7
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PostPosted: Sun Dec 18, 2011 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make them have some orange accents in the center of the spark trail.

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ApolloTD
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PostPosted: Sun Dec 18, 2011 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

What Krow means, there is too many in one spot at same time thus fireworks look while sparks is more like short tiny ones more randomly and singular shapes flying around.

As for Palettes, custom pal making can be pain in ass but much better worth the effort visually than try use the ra2 or ts anim.pal which are neither super, yes TS one is made with gradients but most of them are kinda poor diversity as usual explosions of even original TS are pixelated and RA2's anim.pal is rather formed of all the animations assets colors by westwood thus no gradients.

TS anim.pal weakness for explosions is lack of stronger saturated/diversified colors so most can endup looking very bad unless saturation is toned down notably prior to convert if even that helps.

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Krow
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PostPosted: Mon Dec 19, 2011 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
What Krow means, there is too many in one spot at same time thus fireworks look while sparks is more like short tiny ones more randomly and singular shapes flying around.
Exactly. Wink

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Cranium
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PostPosted: Mon Dec 26, 2011 5:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Cool



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Krow
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PostPosted: Mon Dec 26, 2011 6:32 am    Post subject: Reply with quote  Mark this post and the followings unread

I would like to see ingames. #Tongue

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interesting seeing your voxel work. They're still better than Aro's!

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Cranium
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PostPosted: Wed Dec 28, 2011 3:00 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm starting to get a little better at this anim stuff, I think. Confused
Believe it or not, this anim here takes aproximatly 3hrs to make.

Ingames coming soon. Wink



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Blue Plasma Beam
 Filesize:  102.27 KB
 Viewed:  4374 Time(s)

Animation1.gif



Animation2.gif
 Description:
particle meteor explosion
 Filesize:  653.69 KB
 Viewed:  4385 Time(s)

Animation2.gif



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The enemy shall be injected with toxic poison - Venom

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Edge
Grenadier


Joined: 26 Oct 2003

PostPosted: Wed Dec 28, 2011 9:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow, huge improvement. Definitely getting there.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Dec 28, 2011 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is ztyping awesome.

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Jan 10, 2012 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Starting to really figure this stuff out. I think this looks awsome.



Animation1.gif
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 Viewed:  4166 Time(s)

Animation1.gif



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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Jan 10, 2012 2:15 am    Post subject: Reply with quote  Mark this post and the followings unread

nice!!

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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

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Jan 10, 2012 7:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Smoke lingers too long still, you should consider it more like...following smoke so it would fade out in the center out first and then behind the so called fireballs and their impact points.

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