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 Forum index » Modding Central » Media Hut
W3X to SHP projects
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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Sep 10, 2013 6:51 am    Post subject:  W3X to SHP projects Reply with quote

I am not gifted enough to create models all by myself but anyway I can import models and render. Here is the first try.

I know it has too many frames for an infantry SHP but I will redo it, making fewer frames.

And who can tell me the right lighting for an infantry SHP? I only know the shadow light should be on the top of the model.

the shadows are rendered separately and I did not add them to this gif. They are rendered wrong for an infantry, as I used a building shadow light.


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Last edited by kenosis on Sun Sep 15, 2013 6:29 am; edited 3 times in total

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Sep 10, 2013 7:14 am    Post subject: Reply with quote

Sweet jesus its the Javelin Soldier.

Did you check out DonutArnold's or Raminator's? I think they have scripts or something for rendering the sequence to be shorter and ideal for RA2
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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Sep 10, 2013 7:25 am    Post subject: Reply with quote

I can adjust render options to make max render like 1 out of 5 frames to make the sequence shorter
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 10, 2013 7:36 am    Post subject: Reply with quote

If you render infantry you should always render them with the same lighting setting as buildings. No need to make the same stupid mistake as WW giving them a completely different and wrong lighting with a shadow facing in the opposite direction or being just a blob of black under the unit.
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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Sep 10, 2013 7:57 am    Post subject: Reply with quote

but I think that will make new ones look really different and strange when used with WW's infantry.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 10, 2013 8:59 am    Post subject: Reply with quote

well you can render it in 2 ways. bad WW and correct new one.
Maybe in a far future all ugly WW infantry can be replaced with correct lighted ones and then you don't have to create this one again.
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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Sep 11, 2013 1:31 pm    Post subject: Reply with quote

I forgot to change rendering settings......


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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Sep 11, 2013 5:50 pm    Post subject: Reply with quote

I shouldn't have used EA's official art pack, they made separate files so I have to open and adjust all the time.
By tips from LKO used building lighting&shadows.
You can use it freely.

hmm~ I'm tired so someone please write the sequence for it. Going to bed now~

Next time I will perhaps render some Scrin infantry.


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Last edited by kenosis on Wed Sep 11, 2013 6:15 pm; edited 1 time in total

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raminator
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Joined: 04 Oct 2005
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PostPosted: Wed Sep 11, 2013 7:42 pm    Post subject: Reply with quote

starnge that it took so long for someone else than me to create infantry using the sample art...#Tongue
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Volgin
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Joined: 07 Mar 2009

PostPosted: Thu Sep 12, 2013 10:25 pm    Post subject: Reply with quote

Wow. That looks very nice - could you do the Conscript by any chance?
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Sep 12, 2013 10:29 pm    Post subject: Reply with quote

raminator already did the Conscript IMO.
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Sep 13, 2013 2:59 am    Post subject: Reply with quote

What about the Motar Cycle,King Oni & Steel Ronin as Infantry?
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Sep 13, 2013 4:00 am    Post subject: Reply with quote

why, steel ronin as infantry?
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Sep 13, 2013 4:12 am    Post subject: Reply with quote

Well it'd be better as a SHP than as a VXL.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Sep 13, 2013 4:18 am    Post subject: Reply with quote

I mean its size........Such a big thing coming out of barracks is strange.
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Sep 13, 2013 5:06 am    Post subject: Reply with quote

Well you could always shrink them down so that they're like the Tesla Troopers... Dudes in Power Armor.
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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Sep 13, 2013 5:30 am    Post subject: Reply with quote

Natasha here you have a list for me?

Is it possible to give a vehicle type SHP unit 2 kinds of firing ? Steel Ronin will take me shorter time if rendered in vehicle standard.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Sep 13, 2013 6:15 am    Post subject: Reply with quote

the animation of the javelin soldier is nice, but you should have gone a more realistic way. Those cartoonish oversized weapons which are bigger than the infantry itself look horrible imo and the unit wielding such huge weapon in big motions as if it weighs nothing doesn't helps too.

No unit can have 2 different firing anims. (except using deployed state)

btw, you can edit your posts and avoid the constant double (triple) posts. I merged some of your posts and removed the double posts.
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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: Fri Sep 13, 2013 6:25 am    Post subject: Reply with quote

Sweet Natasha!

Steel Ronin as Vehicle could be okay then people could just edit the shp into Infantry then. The Steel Ronin has a death animation too IIRC where he sorta gasps in pain then explodes.
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Sep 13, 2013 6:27 am    Post subject: Reply with quote

Yep, Natasha is great.
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Sep 13, 2013 6:33 am    Post subject: Reply with quote

OK, I will render steel ronin first as infantry so other people can make a vehicle out of it.
But let me finish natasha first.


I need some tips on creating water effect on the swimming frames Very Happy
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Fri Sep 13, 2013 10:11 am    Post subject: Reply with quote

uploaded a modified version of DonutArnold's template which i used for making tanya's swimming animations


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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Sep 13, 2013 5:28 pm    Post subject: Reply with quote

the swimming frames are bad..........need some tips on them


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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Fri Sep 13, 2013 6:30 pm    Post subject: Reply with quote

all i can say is, try to mimic irl movements and also if you're making your own animations then us IK before animating. it will make animating alot easier
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Sep 14, 2013 1:08 am    Post subject: Reply with quote

WW also had to edit their SHPs by hand after rendering too.

Looks fine although I noticed the Canvas seems too small on the top causing some clipping issues when she's balancing her Rifle on her head.
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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Sep 14, 2013 8:13 am    Post subject: Reply with quote

Steel Ronin in infantry standard


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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Sep 14, 2013 8:58 am    Post subject: Reply with quote

Maybe you should try rendering it in a custom palette. Like with all the Pure Blue killed off. And the Team Color edited to Pure Blue. Transparent is instead Pure Green.
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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Sep 14, 2013 9:40 am    Post subject: Reply with quote

huge preview&huge SHP
contains 2 stand, walk , run , 2 attack idle and die

caution: this shp is in infantry rotation. You need to reverse most frames if you want to make a vehicle.


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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Sep 14, 2013 10:59 am    Post subject: Reply with quote

tried fully remap conscript. Ramiator already finished stuff.

And mortar cycle


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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Sep 14, 2013 3:30 pm    Post subject: Reply with quote

mortar cycle as infantry
but I did not find its death animation. Use a simple explosion then.

Added a resized version


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

PostPosted: Sat Sep 14, 2013 6:35 pm    Post subject: Reply with quote

Will gotta use most of the stuff from this topic.

Nice job, Kenosis.
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Volgin
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Joined: 07 Mar 2009

PostPosted: Sat Sep 14, 2013 7:26 pm    Post subject: Reply with quote

I love this thread and the guy who made it. Could you convert a few more? These are awesome.
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Sep 14, 2013 7:51 pm    Post subject: Reply with quote

I'd welcome the TW Nod Commando and Yuriko tbh. #Tongue
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Sep 15, 2013 3:06 am    Post subject: Reply with quote

making infantry is super annoying, you need to make

stand
walk
attack
prone
prone attack
( optional )secondary attack
( optional )secondary prone attack
up
down
die x 2
idle x 2
cheer
paradrop


while making a vehicle would only need
stand
run
attack or turret
idle x 2 if in infantry standard
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Sep 15, 2013 4:26 am    Post subject: Reply with quote

A script would be nice for this job.
It should operate like this:

Input number X
Key frame at 1
Key frame at X
Key frame at X+1, rotate selected object 45° or -45°
key frame at 2X
key frame at 2X+1,rotate selected object 45° or -45°
Key frame at 3X
........................

so most time adjusting the rotation can be saved.
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sun Sep 15, 2013 8:39 am    Post subject: Reply with quote

maybe this will help you in learning to make your own scripts for max. i cant open the link cuz youtube doesnt work for me, so i dont really know what it is but it says "Maxscript Tutorial Series"
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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Sep 15, 2013 8:49 am    Post subject: Reply with quote

sorry, no youtube access here!
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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sun Sep 15, 2013 8:54 am    Post subject: Reply with quote

Great conversion kenosis Very Happy can't wait for more Smile
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Sep 15, 2013 11:41 am    Post subject: Reply with quote

Next project
Centurion

Adjusting remapable parts of the texture .....


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Volgin
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Joined: 07 Mar 2009

PostPosted: Sun Sep 15, 2013 1:44 pm    Post subject: Reply with quote

its... huge! awesome. C&C3 Juggernaut?
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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Sep 15, 2013 5:11 pm    Post subject: Reply with quote

crap,i am cut off from net and has to use phone. would upload finished shp another day.
ps next time when i post a simple  preview tell me infantry rotation or vehicle rotation or vehicle rotation with separate turret
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Sep 15, 2013 5:19 pm    Post subject: Reply with quote

Make everything inf and then who use veh rotation will gonna fix it on his own.
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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Sep 16, 2013 11:26 am    Post subject: Reply with quote

new shps made!cheers!


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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Sep 16, 2013 1:06 pm    Post subject: Reply with quote

19:55  started
19:57  imported
20:01  scene finished
20:05  stand finished
20:09  run finished
20:12  attack finished
20:20  diffuculty adjusting prone
20:26  prone finished
20:30  proneattack finished
20:32  down finished
20:34  up finishe
20:35  choosing idle
20:39  idle1 finished
20:42  max stops responding
20:44  idle2 finished
20:46  die1 finished
20:48  die1 remade
20:50  die2 finished
20:51  animator started,inputing frames by
stand run idle1 idle2 attack down up prone proneattack die1 die2
20:55  all inputed, outputing frames
20:56  all outputed
20:57  rename all frames for SHP Builder
20:58  importing by SHP Builder
20:59  SHP finished!


however you need to fix a few frames by hand


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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Sep 16, 2013 3:45 pm    Post subject: Reply with quote

last one for today, i'd like some rest


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raminator
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Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Mon Sep 16, 2013 4:21 pm    Post subject: Reply with quote

do you use one max file per animation type or do you copy all animations into one file? that´s basicly how I did it...
used the anims from the sample files i liked...edited them...copied them into one max-file, edit some models...make a conscript out of the javelin guy
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Steve_1993
Rocket Infantry


Joined: 06 Aug 2013
Location: Somewhere in Greece

PostPosted: Mon Sep 16, 2013 5:27 pm    Post subject: Reply with quote

I would really pleasured,if you can make a Peacekeeper soldier from RA3.
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Sep 16, 2013 7:02 pm    Post subject: Reply with quote

my way is like this:
import the model, add texture
combine a finished scene to it, the scene contains camera,ground,lights and a dummy object, to which all the other parts are linked
do all necessary settings like render size
save the whole as basic.max

import animation
copy paste animation so it plays 8 times
run script camera setter which modifys the dummy object so all scene rotation will be in one click
render
run another script that changes texture to shadow and shuts filling lights
modify render settings for the shadow
render

close current max and open basic.max again
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Sep 16, 2013 10:12 pm    Post subject: Reply with quote

Wow, wow, wow, WOW!

Thanks, Kenosis, I really appreciate.
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Semi-retired. Sometimes contributing, mostly just blurbing in.
Attacque Supérior (2010-2019) Valiant Shades (2019-?)
AS Discord server: https://discord.gg/7aM7Hm2

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206UE
Cyborg Firebomber


Joined: 07 Jan 2010

PostPosted: Tue Sep 17, 2013 4:17 am    Post subject: Reply with quote

I like your work, kenosis. It's better than anything I've created.

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