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RA3 Fortress Main Gun
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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Sun May 17, 2015 2:59 pm    Post subject:  RA3 Fortress Main Gun Reply with quote  Mark this post and the followings unread

Created By EA
Render By Me With DonutArnold Template.

Not have Dameged And Snow Version.



fortgun prew.png
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fortgun prew.png



Fortress Main Gun.rar
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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun May 17, 2015 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does this even have shadow? I know the original textures make it very bright, but at the same time, this hardly matches any of the 2D games, maybe TS if majorly darkened.

I think you'd be better off texturing it yourself, or even remaking it. Also, the turret animation is entirely wrong, it needs to be rendered clockwise, facing N from the start.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun May 17, 2015 9:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

what's the model name btw?

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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Mon May 18, 2015 8:59 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Does this even have shadow? I know the original textures make it very bright, but at the same time, this hardly matches any of the 2D games, maybe TS if majorly darkened.

I think you'd be better off texturing it yourself, or even remaking it. Also, the turret animation is entirely wrong, it needs to be rendered clockwise, facing N from the start.


Maybe I can sir,tank you.I'll try re render.

Quote:
what's the model name btw?


FI_FLOATINGFORTRESSMAINGUN In the RA3 Static.manifest

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon May 18, 2015 9:40 am    Post subject: Reply with quote  Mark this post and the followings unread

weird. didnt find that in ra3 StaticStream. Can you indicate the .big file name?

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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Mon May 18, 2015 10:30 am    Post subject: Reply with quote  Mark this post and the followings unread

sorry sir files in the WorldBuilder.manifest. WBData.big.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon May 18, 2015 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

mine



20150518172436.jpg
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20150518172436.jpg



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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Mon May 18, 2015 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks good sir.how you have created powerplant smoke animation ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 18, 2015 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

BySc wrote:
how you have created powerplant smoke animation ?
looks like a particle flow with small black spheres as particles and a simple opaque black texture.

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PostPosted: Tue Nov 09, 2021 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

hi can pls help me cant manage to appears the turet only the base appeared ingame.

this is my. code copy from. gtgcan

Spoiler (click here to read it):
RULES

[fortgun]
UIName=NOSTR:Grand Cannon
Name=Grand Cannon
Image=fortgun
BuildCat=Combat
Strength=900
Armor=steel
TechLevel=7
Prerequisite=RADAR,GACNST
Adjacent=2
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=2000
;RequiredHouses=French ; Can't limit Owner without it showing up as a greyed out button on the sidebar since Prereqs would be met.  This is new system
Points=30 ; Basically, Owner was meant for Side, not House.  (x Houses, 2 Sides)
Power=-100
Crewed=no
ROT=1
Primary=GrandCannonWeapon
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=8
MinDebris=4
;DamageParticleSystems=SparkSys,LGSparkSys
Powered=yes
Turret=yes
TurretAnim=fortgun tur
TurretAnimIsVoxel=true
TurretAnimX=3
TurretAnimY=28
TurretAnimZAdjust=-60
TurretRecoil=yes
TurretTravel=0
BarrelTravel=8
BarrelCompressFrames=3
BarrelHoldFrames=3
BarrelRecoverFrames=40
TurretRotateSound=GrandCannonRotate
WorkingSound=PowerOn
NotWorkingSound=PowerOff
BaseNormal=no
AIBuildThis=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes





ART

[fortgun]
Remapable=yes
NewTheater=yes
Cameo= GCANICON
Foundation=2x2
Height=3 ; experiment with this
Buildup=GTGCANMK
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=250,0,230
CanHideThings=True
CanBeHidden=False
OccupyHeight=2
DamageFireOffset0=-1,28


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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Nov 09, 2021 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

These two tags are wrong;

TurretAnim=fortgun tur > There is a space in the name, it should be fortguntur.
TurretAnimIsVoxel=true > Its a shp file & not a voxel so this should be set to false.

You'll also need to add "fortguntur" to the [Animations] list.

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