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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. _________________ ~ Excelsior ~ QUICK_EDIT
I knew about the manual fix through Photoshop, I was just hoping that Max would have a button which would magically fix this _________________ <----- Clickable QUICK_EDIT
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. QUICK_EDIT
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! _________________ <----- Clickable QUICK_EDIT
ImP_RuLz, HOLY ztype!
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? _________________
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 _________________
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. QUICK_EDIT
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. _________________ <----- Clickable QUICK_EDIT
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. QUICK_EDIT
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. _________________ <----- Clickable QUICK_EDIT
should I start extracting things for Imp to TS/RA-ify? _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
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 _________________ <----- Clickable QUICK_EDIT
works fine in Unittem.pal Since its just mostly black and browns... which it has plenty even without the extra browns in TS Palette. _________________ ~ Excelsior ~ QUICK_EDIT
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). _________________ QUICK_EDIT
How would releasing these assets affect your private mod? _________________ "I'll be staying strapped cuse my mac-eleven make my nuts bigger" QUICK_EDIT
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