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Titan Finalized (Antenna fix)
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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Thu Sep 25, 2014 12:37 pm    Post subject:  Titan Finalized (Antenna fix)
Subject description: Based on AreaSZ's, Bittah Commander's, Dubzac's and 206UE's previous work.
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I thought it was a shame such an amazing SHP was left on the finish line and decided to fix it a little.

What I've done to this version compared to 206UE's version was fix the antenna on all frames (since it was lost in the initial resizing of the unit).

The original Titan by AreaSZ can be found here: http://www.ppmsite.com/forum/viewtopic.php?t=17892&postorder=asc&highlight=titan
All the modifications and fixes done by the credited people can be found on page two.

I didn't want to bump a 3,5 year old thread so decided to make a new one instead.



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Ambersia
Medic


Joined: 25 Sep 2014
Location: China-Liaoning-Dalian

PostPosted: Sun Sep 28, 2014 8:36 am    Post subject: Reply with quote  Mark this post and the followings unread

I like it..it has a barrel in the turret frames.

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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sun Sep 28, 2014 8:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey! I like it`!!!

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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Sun Sep 28, 2014 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ambersia wrote:
I like it..it has a barrel in the turret frames.


Which is why there is no clipping with the barrel.

Using a voxel barrel makes it clip through the SHP turret and look crap, like this: http://tinyurl.com/o9zcggr

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Sep 28, 2014 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Which also makes the barrel unable to tilt in TS.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Sep 28, 2014 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Which doesn't tilt in the first place due to the Inviso=yes straight line shooting instant hit weapon.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Sep 28, 2014 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

It tilts when fighting enemies up/down cliffs.

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Ambersia
Medic


Joined: 25 Sep 2014
Location: China-Liaoning-Dalian

PostPosted: Mon Sep 29, 2014 2:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Elite_Pirate wrote:
Ambersia wrote:
I like it..it has a barrel in the turret frames.


Which is why there is no clipping with the barrel.

Using a voxel barrel makes it clip through the SHP turret and look crap, like this: http://tinyurl.com/o9zcggr


Actually,i remember a titan model named mm1 titan.
It hasn't a barrel i the turret frame and when i use it in my mod,
I have to rename the ts titan barrel to make it has a barrel but that makes it looks insane.Barrel changes it site to everywhere.

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Ambersia
Medic


Joined: 25 Sep 2014
Location: China-Liaoning-Dalian

PostPosted: Mon Sep 29, 2014 2:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay i make a mistake..
That mod is just for fun.
I make it to have fun with my friends.

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Nod25
Vehicle Driver


Joined: 13 Dec 2019

PostPosted: Wed Jun 29, 2022 4:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Allow me to add some vital information to this old thread. I have been testing Elite_Pirate's Titan and found that:

Code:
WalkFrames=15


is required for the SHP to function correctly.

WillyDingus's Tiberian Sun: Factions seems to also(?) use this SHP (or a very similar one) for the Titan. In art.ini, he specifies:

Code:
[MMCH2]
Voxel=no
Remapable=yes
Cameo=MMCHICON
PrimaryFireFLH=0,-50,100
PBarrelLength=250
SBarrelLength=250
TurretOffset=0
WalkFrames=15


I generally agree with these codes, except for the PrimaryFireFLH, PBarrelLength, and SBarrelLength. I have yet to find out a good set of numbers that make projectiles fire from exactly the visual barrel tip.

For rules.ini, I have tested and found out that for OP's Titan, at Speed=7, WalkRate=1.8 seems to work just right:

Code:
[TITAN]
...
WalkRate=1.8
...
Speed=7
...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jun 29, 2022 6:41 am    Post subject: Reply with quote  Mark this post and the followings unread

WalkRate uses integer. your .8 is ignored
PBarrelLength and SBarrelLength can be removed, since there is no voxel barrel. The value you have on this can be moved into the Forward value of the FireFLH. (-> PrimaryFireFLH=250,-50,100)

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SHP Artist of Twisted Insurrection:  Nod buildings

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

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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