Posted: Fri Oct 26, 2012 5:00 pm Post subject:
New style for soviet units
Subject description: WIP
Hi all! After my brother got out of deals, I decided to make new infantry for the USSR in a way new style.
Here's what I got for now:
Flamethrower (WIP).
He's got soviet-like helmet, soviet-like gasmask, 3 napalm canisters on his back and heavy armor. The flamethrower is very simple modelled, that's why I'll rework it.
I also got conscript, flak/rocket trooper, engineer and tesla trooper in my plans.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Oct 26, 2012 7:47 pm Post subject:
Interesting. Goodluck with anims, those are what defines an infantry mostly. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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... QUICK_EDIT
Infantry here is so cool. i was thinking we where over dew for one. You must of read our minds. BTW the flame soldier just is bad ass. _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
nice work on the anim.
Agreed on the colors. It looks like it's behind some kind of fog. Add some more contrast to them by adjusting the material (more specular intensity) and light source (stronger shadowing).
It sucks....it's terrible.......just kidding. What did you use to make it, looks pretty good. Like the way it actually looks like 3 bottles on his back.....can we get an in game view? _________________ 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
It's made in 3Ds Max.
It's not ready yet to test it ingame, I'm still working on some animations for him, and those "3 bottles" won't look loke bottles in a game scale. _________________ QUICK_EDIT
I found an interesting concept of "НЕАVУ SНФСК ТЯФФРЕЯ" ( )
But he holds a flamethrower instead of any kind of tesla weapon, it seems strange to me, but I like the flamethrower design. What do you think about adding this-like flamethrower to my unit? QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Oct 28, 2012 3:24 pm Post subject:
That's a Tesla weapon. It's actually an enhancement of the RA1 Shock Trooper.
Good luck, noone made that concept yet. _________________ "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
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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... QUICK_EDIT
I thought it's a flamethrower. But I'm not going to make a unit from this concept, I'm just going to use his weapon.
And do you remember Igor from Van Helsing movie? He had a strange long shock stick, so I'm planning to make something alike for my shock trooper. QUICK_EDIT
НЕАVУ SНФСК ТЯФФРЕЯ to me clearly a flamethrower and shock can mean not only electric but also psychic shock hence why some machinegun infantry are called shock troops.
Nice work on the Flamethrower (WIP) _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
Otherwise nice. _________________ "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... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Oct 29, 2012 9:38 am Post subject:
oh... my fault. I thought 80 was ready.... now I see it's attack. _________________ "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... QUICK_EDIT
Nice. For Attack frames you can add a animated Omni coloured orange.
EDIT:
Also you may add some colour variations \ tinting. Try come brownish or greenish shades of grey. Steel parts can take some of blue-ish tint. Some parts may be grey but with brightness variations, darker or lighter. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Tesla (Shock) Trooper (WIP)
He has a gasmask and a helmet, also he has the heavy armor (like the flamethrower).
Also you can notice a shock stick and a small tesla reactor on his back.
Cool. Its just, avoid using pure-grey. It rarely exist in real life. Always trying to take light reflections form enviroment (yellow sun light, blue sky or brown ground) Just not too much. And avoid full fill with one colour. grey cloth and grey metalic curass just can't look same. Good luck! _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
There are no gray clothes, gray is a color of armor, red is a color of uniform (clothes), brown - leather, green - metal. So you're wrong.
And I used those colors just because most of original RA2 units are made in that color scheme. _________________ QUICK_EDIT
Every action consists of 3(4) parametres:
1) Start frame
2) Number of frames
3) I don't know - could anybody explain?
4) Direction specific _________________ QUICK_EDIT
; The first number is the starting frame number. The second
; number is the number of frames of the animation. If this
; number is zero then the anim sequence is not present.
; The third number is the multiplier by the infantry facing
; to reach the facing specific animation start. If this
; last number is zero, then there is no facing specific
; version.
third number is usually the same as second. Only when there are more frames for each facing in the shp, than used for the facing specific anim, the third one is higher than the second.
e.g.
100,10,20
north will start at 100 and go for 10 frames
northeast will start at 120 (third number * direction) and go to 130 (10 frames due to second number)
thus you skipped 10 frames in the shp (from 110 to 120)
Using the 3rd number you could create an shp which has first for all anims the north facing, then for all anims the northeast facing and so on, instead of the usual all facings for one anim followed by all facings for the next anim.
fourth value is for one facing specific things only, but i've never noticed anything useful with it. It works also without this, since infantry jump from one facing to another anyway. It's not restricting this anim to be played only, when the infantry is already looking in that direction. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Thanks, LKO! Sorry for being silent for a while, got some problems on my work.
So, I think all "Heavy" units (such as flamethrower or tesla trooper) won't be able to go prone, the only animations I need for them are:
ready/guard
walk
fireup
idle 1
idle 2
die 1
die 2
cheer
paradrop
panic
Or you think that it would be nice to give them a possibility to go prone? _________________ QUICK_EDIT
They don't have to crawl on the ground, but you could make them kneel or go in a crouched way. It would surely look cool, where they aren't moving in the same ordinary way as every other infantry when under fire.
You could also give them a limping movement, and use Cyborg=yes. Then it looks like they are wounded/damaged. (e.g. see my TI cannon cyborg) _________________ SHP Artist of Twisted Insurrection: Nod buildings
i think the chest is a bit bland maybe some some cables over the shoulder would me it look more complete since in game it wouldn't ruin it and the tesla rod doesn't look like its connected to anything.
BTW its mostly finished.
@gangster Nah the dirt and stuff would look horrible in-game on infantry because they are so small. but as for detailed armor, just a little more on the chest area but only a little other wise it will look gross with too much detail. _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
@gangster Nah the dirt and stuff would look horrible in-game on infantry because they are so small.
He didn't mean cover it in dirt. he didn't even say cover it in dirt. He said that absolutely pure grey exists very, very rarely in reality because everything takes a bit of colouration from the environment.
(Then I wrote an explanation of how light and sight work. But this is ol' Dubzac, so I cbf fielding all the badly spelled questions which would come with it.)
Best of luck, andrewmarley, looking pretty solid so far QUICK_EDIT
Hi all! All animations for flamethrower are done. I also reworked his style (so there will be no heavy\light soldiers, only different kits for all) and started to work on a conscript. They will be released as a single pack.
The pack will include the following:
1)flamethrower
2)tesla (shock) trooper
3)conscript
4)rocket (flak) trooper
5)engineer
6)saboteur (I suppose he will replace crazy Ivan)
7)desolator
8)Boris (He will use the same type of uniform, but with another headgear and a sniper rifle instead of his AK) _________________ QUICK_EDIT
You can use a data recovery program if you still have the HD, PM and I will send you one that seldom fails.
(normally the problem is a simple one with indexing files, it won't recover the disk but you can pass the files to another place) _________________ Last edited by NimoStar on Fri Nov 09, 2012 1:46 pm; edited 1 time in total QUICK_EDIT
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