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issue with glow effect
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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Sun Sep 09, 2012 9:29 am    Post subject:  issue with glow effect
Subject description: in 3ds max 11
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I don't want the glow to cover the arches and other non-portal areas, how do I do that?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Sep 09, 2012 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread

1. render the glow alone into the single frame images with a purple background
2. render the arches and other solid things that cover the glow with purple color/texture on a black background.

copy the purple part from the second step over the frames from the first step. (this way you remove the covering parts from the glowing ball)
create the SHP from the combined frames.

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Sep 09, 2012 10:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I have encountered same issue, and have not found easy solution.
Glow have a limited use because it is a post-render effect been applied to whole image. If you realy want to use it, you'll have to think outside the box. For example I would render back part, front part and animation separately and then would compose stuff in Adobe After Effect.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Sep 09, 2012 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

An alternative to post-editing is to use a simple sphere with a right looking texture instead of the glow effect. Multiple spheres with transparent textures can achieve quite the same result as the glow effect.

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

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Sep 09, 2012 11:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
1. render the glow alone into the single frame images with a purple background
2. render the arches and other solid things that cover the glow with purple color/texture on a black background.

copy the purple part from the second step over the frames from the first step. (this way you remove the covering parts from the glowing ball)
create the SHP from the combined frames.


A more visual continuation from LKO's Post...



Render each section seperately... From there open it in Photoshop. Using the Bright Yellow Arch select all of it then use that outline you get to delete the unnecessary bits on the Portal Animation.

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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Sun Sep 09, 2012 11:21 am    Post subject: Reply with quote  Mark this post and the followings unread

I knew about the manual fix through Photoshop, I was just hoping that Max would have a button which would magically fix this #Tongue

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Sep 09, 2012 11:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Well if this is an animation for TS/RA2/YR then it could be separated anyway. Looks like the production anim so really you don't need the whole image as one, even if that's no helpful from a 3DS perspective.

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ImP_RuLz
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Joined: 21 May 2004
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PostPosted: Sun Sep 09, 2012 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

i gave up trying to fix it, tried the photoshop approach but its not worth the effort.
i will reduce the Glow size and see if that helps
thanks everyone!

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Sep 09, 2012 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

A composed Scrin building looks surprisingly good in TS/RA2.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sun Sep 09, 2012 12:17 pm    Post subject: Reply with quote  Mark this post and the followings unread



Oh well... here it is. Embarassed

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ImP_RuLz
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Joined: 21 May 2004
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PostPosted: Sun Sep 09, 2012 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
A composed Scrin building looks surprisingly good in TS/RA2.


except for the radar :p

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sun Sep 09, 2012 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

ImP_RuLz, HOLY ztype! Very Happy
I was always interested in Aliens!
That is awesome man!
This all can be used! You did awesome job!
I suppose you are going to replace Yuri with Scrin right?

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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Sun Sep 09, 2012 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
I suppose you are going to replace Yuri with Scrin right?


Yup Very Happy

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Sep 09, 2012 5:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

What is that thing protruding from the back of the Nerve Centre?

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sun Sep 09, 2012 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

its a radar, a combination of Nerve Center, Stassis something and the turret.


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MasterHaosis
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PostPosted: Sun Sep 09, 2012 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

You are my man now cause you like Aliens too. I am also plan (again) to replace Yuri with Aliens, and some of Yuri's units to put for Soviets (Gattling Tank, Lasher as Light tank beyond Rhino, Magnetron maybe, some of infantry), it would be waste no to use it.
But look, for Scrin cause, no need for buildups, I used one unique for my aliens, some giant glow-type like this, about 10 frames, and after glow is complete, building appear. Of course, you will have to make few type of such, one smaller for defenses, one medium, and Large for huge buildings.
Ah, we will keep this in PMs better, I have many ideas to share with you Very Happy

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secondwtq
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Joined: 26 Jun 2010
Location: China

PostPosted: Mon Sep 10, 2012 6:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Good job ImP!

I'm also planning a side like Scrin, but I will use a mechanic style for stuffs with a little curve, because I want to create everything by myself and modeling of surfaces like Scrin is still a heavy work for me.

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Nuke Atty
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Joined: 07 May 2012
Location: Chungking,China

PostPosted: Mon Sep 10, 2012 6:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Awesome, but I think they need remapable color...

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m7
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Joined: 17 Apr 2009

PostPosted: Mon Sep 10, 2012 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Impressive work.

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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Mon Sep 10, 2012 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you everyone

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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Mon Sep 10, 2012 7:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow Ace.What tools did you use to extract them ?

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Mon Sep 10, 2012 7:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Really awesome work. I mean, really.

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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Mon Sep 10, 2012 7:49 am    Post subject: Reply with quote  Mark this post and the followings unread

uhmm..... Bibber's Big Extractor and Asset Extractor, and an importer named "3dsmax_w3d_xml_asset_importer_11015.ms" . I think Katz made it and also Kats "make skin" tool.

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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Mon Sep 10, 2012 7:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Imp Very Happy

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Mon Sep 10, 2012 8:05 am    Post subject: Reply with quote  Mark this post and the followings unread

No Problem Smile

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Ixonoclast
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Joined: 11 Aug 2008
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PostPosted: Mon Sep 10, 2012 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread

That's quite a nifty technique.

TW has a lot of interesting civilian/neutral structures in the game, that would have excellent cannon fodder for TibSun/RA2YR.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Sep 10, 2012 10:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Seem like those Scrin stuff don't quite have original textures/lighting etc maps or their missing something since they seem more like simplified and drone platform has come out too dark, rest look fine.

Pity about the airfield thing, TS/RA2 will require the ground pads instead of elevated but maybe can alter its design to put them in the center at ground level.

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ImP_RuLz
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Joined: 21 May 2004
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PostPosted: Mon Sep 10, 2012 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
Seem like those Scrin stuff don't quite have original textures/lighting etc maps or their missing something since they seem more like simplified


they do have their original textures, even the portal has the original texture. the only difference is that i didnt apply the shaders, which i cant even if i wanted to.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Mon Sep 10, 2012 4:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

They look great. Will they be available for download?

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Tue Sep 11, 2012 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

should I start extracting things for Imp to TS/RA-ify?

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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Sep 11, 2012 4:39 am    Post subject: Reply with quote  Mark this post and the followings unread

ArvinCool wrote:
Will they be available for download?


No, im converting them for my mod

Zengar_Zombolt wrote:
should I start extracting things for Imp to TS/RA-ify?


i don't have any problems with extracting stuff, i have all of the RA3 Allies buildings and i have extracted everything that could be extracted from KW #Tongue

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Orac
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Joined: 11 Jul 2008
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PostPosted: Tue Sep 11, 2012 5:22 am    Post subject: Reply with quote  Mark this post and the followings unread

I feel sorry for the pallete.

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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Sep 11, 2012 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

works with unittem.pal #Tongue

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Tue Sep 11, 2012 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

works fine in Unittem.pal Since its just mostly black and browns... which it has plenty even without the extra browns in TS Palette.

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Starkku
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Joined: 28 Dec 2007
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PostPosted: Tue Sep 11, 2012 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

And you know, custom palettes can be used on structures. A feature that has been there since RA2 (altough without Ares/NP it only works on one art entry).

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Wed Sep 12, 2012 4:48 am    Post subject: Reply with quote  Mark this post and the followings unread

holy ztype...and im guessing this is for your personal mod Sad

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Wed Sep 12, 2012 5:37 am    Post subject: Reply with quote  Mark this post and the followings unread

yep

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ArvinCool
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Joined: 01 Jun 2008

PostPosted: Wed Sep 12, 2012 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

How would releasing these assets affect your private mod?

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Wed Sep 12, 2012 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Because nobody else has tried exporting the Scrin Buildings to RA2...

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ImP_RuLz
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Joined: 21 May 2004
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PostPosted: Wed Sep 12, 2012 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

ArvinCool wrote:
How would releasing these assets affect your private mod?


because if/when my private mod reaches a certain point of development, i'll release it.

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Dny
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Joined: 28 May 2008

PostPosted: Thu Sep 13, 2012 5:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Im really looking forward to this mod then Smile

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Sep 13, 2012 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread

ArvinCool wrote:
How would releasing these assets affect your private mod?


What would happen if you would contribute as well instead of just taking and wanting everything?

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