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Generals/Fallout Nuke [request]
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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Sun Apr 12, 2015 5:42 am    Post subject:  Generals/Fallout Nuke [request] Reply with quote  Mark this post and the followings unread

i'm not sure how much work it is, but so far the only really good nuke animation i've gotten my hands on is big enough, but is low res, like you can tell it's been 2x scaled cuz every pixel is double big . . .

could anyone render a nuke from Generals or the C&C3 Fallout mod?






maybe even that blue warhead thing?

nice to have a nuke that blasts like a nuke (has a fast shockwave and is really bright) rather than that giant fire jet like the stock one haha.  some of the ones i've seen people make are really slow and dark.
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Apr 12, 2015 5:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Apollo made a new nuke animation. Did you even try to search for it? It's his Animation Pack.
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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Sun Apr 12, 2015 6:55 am    Post subject: Reply with quote  Mark this post and the followings unread

not what i'm after . . . it's still slow and fire-pillary and puffy...

this is the nuke animation i have, though i've had it for years, no idea where i got it. (i think it used to be TS palette)
It's not very bright, but it looks more like a nuke.  There's not enough colours i nit, and i doubt dither blending would help.  But as it hsould be, a quick blast, and then the rising cloud which takes a long time to fade. not just firey puffclouds jetting out of the ground that disappears when it's done being fire.
...and i use the RA1 style a-bomb for the mininuke.


nukeanim.gif
 Description:
note, there is actually twice as many frames in just the smoke fading. after the 75 frames of where the blast is going up and still firey, there's another 75 frames of smoke clear. (OS shp builder insisted half the frames be counted as shadow on export as
 Filesize:  706.66 KB
 Viewed:  4001 Time(s)

nukeanim.gif



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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Sun Apr 12, 2015 7:20 am    Post subject: Reply with quote  Mark this post and the followings unread

so i'm after a nuke something like that in concept, with a quick initial blast with bright light (the top of the mushroom cloud should be very bright for the first bit), and then the rising mushroom cloud which hangs around for a while... even better if it drifted in the direction that the flags flap (to the bottom right, i think it's south ingame)
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Apr 12, 2015 7:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Newer C&C games use particle systems run by the code in the ini/xml files, they can't be imported into a 3D program & rendered like a unit or building can.
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Apr 12, 2015 7:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Then tweak the effect yourself. Almost everybody is satisfied with the current nuke. If you want to customize you'll have to make one yourself using the rendering software or edit the ones currently available.
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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Sun Apr 12, 2015 9:34 am    Post subject: Reply with quote  Mark this post and the followings unread

i don't have generals installed.... but it would be possible to just make a map with the ground textures made invisible and then video capture it using the black as alpha . . . but even masking video is beyond me, and editing frame by frame is crazy.

i see.  although i have seen multiple people try whipping up nukes and most they admit have issues and peers said they have issues as well...

well i guess maybe i'll give that a shot with fallout, then if i can't seem to turn the video into an animation, i'll ask for help with that.  (although i don't know how to properly dither colours of an effect to a palette, so they don't just look like they got the colour sucked dry outa them)
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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Wed Apr 15, 2015 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread




i've been very slowly turning this into a gif to be then converted into an SHP. the edges may look odd, but i've been doing what i can.

it's a bit difficult with the scorch mark and the glowey fire thing that shows up after a bit at ground zero.  Confused
it's not perfect, idealy the nuke would be bright up in the cap of the mushroom cloud rather than the bottom, but it still looks better than the generals one or the C&C3 one.

surprisingly there really aren't many really good looking nukes in games or as straight-up animations.
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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Apr 17, 2015 7:06 am    Post subject: Reply with quote  Mark this post and the followings unread

The scorch mark is an decal image, may have better luck by replacing its texture with blank, similarly same for the crater shape.

Either way, main problems come from the glow which wastes a lot of palette space to represent it and the very dark smoke thats likely to seep into the background making for nasty cut/holes.

As far the anim goes, the top part is disappointing as lacks the genuine mushroom cloud properly.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Fri Apr 17, 2015 7:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm well aware it has it's issues.. i don't really intend to rip open C&C fallout and start modifying assets... if i knew how to do that i'd just make a better nuke... remove the glowey thing at ground zero etc.
The initial last is gorgeous though.

It's the best i've found though.  I've looked at nukes in games that i have access to and ability to whip up a solid-colour background with the right perspective. and there's zero animated renders to speak of.  There's no way i'm learning a whole ton of 3d program work and particles and whatnot just to make a nuke XD

What i have to say: it's better than anything else i'll find, if you don't like it, make something better and make my work look bad XD

Ill probably use the default anim.pal but we'll see now that i'm using ares.


The frames are actually coming out okay despite the scorch.  It's fairly easy to select by colour and remove it (using anti-erase to return any pixels it stole from the centre of the cloud), the resulting pixel dithering around the edge prevents a horrible outline.
The challenge starts once the initial blast fades and i gotta deal with the cloud.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Apr 17, 2015 8:11 am    Post subject: Reply with quote  Mark this post and the followings unread

cut out this nuke



you can't find a more realistic animation than this Wink
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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Fri Apr 17, 2015 8:15 am    Post subject: Reply with quote  Mark this post and the followings unread

you've got to be joking. with a non-contrasting non-solid-colour background that'd be hell.  i'm not doing it XD
also it cuts off at the bottom and is too grainy/shaky.

real nukes are intense and incredible spectacles. the stock game's flame pillar jet thing doesn't do it any justice at all lol.




go to 3:35 for explanation of the blast itself. although i'm sure many people are familiar with nukes and their effects.



Anyways, the intent is for it to still go with the game, be of similar quality to the stock explosions... if we suddenly had a film-looking explosion with the wrong perspective it would be out of place.
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