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Aidhus Newbie Media Questions
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Aidhus
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Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Fri Oct 19, 2012 1:25 am    Post subject:  Aidhus Newbie Media Questions Reply with quote  Mark this post and the followings unread

Hello, It's me again in another newbie questions thread but this time it'll be all about media or assets used in RA2/YR so let's begin!

1.Voxels has advantages like moving in slopes, the voxel itselt tilts on its own depending on the slopes its moving on, How about SHP? Do it need to render a tilted SHP for it to use in slopes?

2.How can i or do i need to set a remapable colors for SHPs?

more to come...

Thanks in advance guys!

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Oct 19, 2012 1:38 am    Post subject: Reply with quote  Mark this post and the followings unread

1. There is no way to have shps tilt.

2. Remap is the bar of red colours in the left hand side of the palette, when viewed in SHP Buildier.

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Aidhus
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Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Fri Oct 19, 2012 1:49 am    Post subject: Reply with quote  Mark this post and the followings unread

For 1, without having SHP tanks tilting in slopes, wouldn't that look so odd?

3.How does glow effects look like in-game? Any screenshot? And how can i do so in 3Ds Max

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Oct 19, 2012 2:08 am    Post subject: Reply with quote  Mark this post and the followings unread

1. Well thats why you use Voxels if you want Units to tilt around. SHP Vehicles are mostly kept to Walkers,units that float or units that stay in flat terrain like water (I.E: Titan & Wolverine in Tiberian Sun, Terror Drone,Dolphin & Giant Squid in RA2)

3. Use Alphalights... it can simulate glowing effects.

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Aidhus
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Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Fri Oct 19, 2012 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

4.If I would like to make a shp tank with a turret, should that turret be a voxel or a shp too?

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Sat Oct 20, 2012 7:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Aidhus wrote:
4.If I would like to make a shp tank with a turret, should that turret be a voxel or a shp too?


4) Both methods have been used (see GDI Titan and a few other mechs here on PPM), so it's just a matter of picking which one sounds easiest to you.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sat Oct 20, 2012 9:07 am    Post subject: Reply with quote  Mark this post and the followings unread

SHP Turrets have to have 32 frames also.

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Aidhus
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Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Tue Oct 23, 2012 6:09 am    Post subject: Reply with quote  Mark this post and the followings unread

5.How can i make a custom UNITEM/Scheme palette?

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Oct 23, 2012 6:34 am    Post subject: Reply with quote  Mark this post and the followings unread

With OS Palette Editor. Also you can convert 8-bit PCX\PNG bitmaps to PAL with XCC Mixer

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Aidhus
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Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Tue Oct 23, 2012 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Do i reaplce the original UNITEM palette or i can totally make my own palette?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Oct 23, 2012 9:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Ares and NPatch supports custom palettes except on voxel and turreted SHP vehicles. (in case of building voxel turrets, the vpl is shared).

Refer to their documentation for further info.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Aidhus
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Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Tue Oct 23, 2012 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Then, its a waste of time making a custom palette for a voxel Sad

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Oct 23, 2012 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, I made it, but on the other way... I simply said that everything which can be custompaletted got RA2 unittem and voxels were given a new palette.

Tho there are some bugs with this way like voxels still have to share the palette, it'll break disguises (because they also use unittem) and vpl needs a lot of tweaking on the long run.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Aidhus
Soldier


Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Tue Oct 23, 2012 9:50 am    Post subject: Reply with quote  Mark this post and the followings unread

How did you do so? I really need to use custom scheme palettes

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Oct 23, 2012 9:58 am    Post subject: Reply with quote  Mark this post and the followings unread

you can add requred colours to unittem instead of bunch of pink ones. There is a place for two new gradients. But you will have to fix vpl anyway.


voxel.vpl is in you localmd.mix, where all voxels are.

VPL Editor:
http://www.ppmsite.com/forum/download.php?id=41514

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Last edited by Gangster on Tue Oct 23, 2012 10:03 am; edited 2 times in total

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Aidhus
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Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Tue Oct 23, 2012 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

What and where is the VPL file?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Oct 23, 2012 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Read Gangster's edit.

Also, note you can't move remap and nonglowing slots.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Aidhus
Soldier


Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Tue Oct 30, 2012 12:24 am    Post subject: Reply with quote  Mark this post and the followings unread

6.How can i animate body parts of a voxel? The parts should be separate voxels right?, and animated in HVA. How to do it in HVA?

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