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TS animations remade
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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Dec 13, 2015 11:46 am    Post subject:  TS animations remade Reply with quote  Mark this post and the followings unread

Hello.

This topic will be exclusively for TS remake animations. Each animation will have two version: 1xTS and 2xTS cellsize'd. 2xTS because they'll be for RW, but I think you'll find them to be useful as well for other mod projects. Revisions will be made if quality sucks or the animations is way too different than the original and thus doesn't fit as a "1:1" remake. Animation duration will usually be 2x longer than the original ones. Animations won't be released as .SHP, only as .GIF and .PNG sequence.

Note: Animations won't be perfect copies of old animations, but still suitable to replace the old ones.


List of animations:

Crate: armor upgrade (armor.shp)
Crate: chemical missile (chemisle.shp)
Crate: firepower upgrade (firepowr.shp)
Crate: heal everything (healall.shp)
Crate: heal unit (healone.shp)
Crate: ion cannon
Crate: money (money.shp)
Crate: multi-missile (mltimisl.shp)
Crate: reveal whole map (reveal.shp)
Crate: speed upgrade
Crate: shroud whole map (shroudx.shp)
Crate: stealth (cloak.shp)
Crate: veteran upgrade (veteran.shp)

Debris: 1-small (dbris1sm.shp)
Debris: 1-large (dbris1lg.shp)
Debris: 2-small (dbris2sm.shp)
Debris: 2-large (dbris2lg.shp)
Debris: 3-small (dbris3sm.shp)
Debris: 3-large (dbris3lg.shp)
Debris: 4-small (dbris4sm.shp)
Debris: 4-large (dbris4lg.shp)
Debris: 5-small (dbris5sm.shp)
Debris: 5-large (dbris5lg.shp)
Debris: 6-small (dbris6sm.shp)
Debris: 6-large (dbris6lg.shp)
Debris: 7-small (dbris7sm.shp)
Debris: 7-large (dbris7lg.shp)
Debris: 8-small (dbris8sm.shp)
Debris: 8-large (dbris8lg.shp)
Debris: 9-small (dbris9sm.shp)
Debris: 9-large (dbris9lg.shp)
Debris: 10-small (dbris10sm.shp)
Debris: 10-large (dbris10lg.shp)

Etc: beacon (beacon.shp)
Etc: canister (canister.shp)
Etc: dead bodies (death_x.shp)
Etc: digging anim (dig.shp)
Etc: droppod right (droppod.shp)
Etc: droppod left (droppod.shp)
Etc: inf electro death (electro.shp)
Etc: emp fx on inf (emp_fx01.shp)
Etc: firestorm anim - aerial (fsair.shp)
Etc: firestorm anim - ground (fsgrnd.shp)
Etc: firestorm anim - blue idle (fsidle.shp) + variations
Etc: ion cannon beam (ionbeam.shp)
Etc: ion cannon blast ring (ring1.shp)
Etc: singe bullet hit (piff.shp)
Etc: multiple bullets hit (piffpiff.shp)
Etc: droppod landing ring (podring.shp)
Etc: EMP hit with exp (pulsefx1.shp)
Etc: EMP hit (pulsefx2.shp)
Etc: blossom tree spread (treesprd.shp)

Exp: dirt exlosion (dirtexpl.shp)
Exp: droppod landing "dust explosion" (dropexp.shp)
Exp: small explosion (explosml.shp)
Exp: medium explosion (explomed.shp)
Exp: big explosion (explolrg.shp)

Exp: water explosion small (h2o_exp03.shp)
Exp: water explosion medium (h2o_exp02.shp)
Exp: water explosion large (h2o_exp01.shp)


Exp: small explosion - bang/pop (s_bang16.shp)
Exp: medium explosion - bang/pop (s_bang24.shp)
Exp: large explosion - bang/pop (s_bang34.shp)
Exp: x-large explosion - bang/pop (s_bang48.shp)
Exp: small explosion - burning (s_brnl20.shp)
Exp: medium explosion - burning (s_brnl30.shp)
Exp: large explosion - burning (s_brnl40.shp)
Exp: x-large explosion - burning (s_brnl58.shp)
Exp: tiny explosion - impact (s_clsn16.shp)
Exp: small explosion - impact (s_clsn22.shp)
Exp: medium explosion - impact (s_clsn30.shp)
Exp: large explosion - impact (s_clsn42.shp)
Exp: x-large explosion - impact (s_clsn58.shp)
Exp: small explosion - vehicle (s_tumu22.shp)
Exp: medium explosion - vehicle (s_tumu30.shp)
Exp: large explosion - vehicle (s_tumu42.shp)
Exp: x-large explosion - vehicle (s_tumu60.shp)

Exp: smokey explosion small (smokey2.shp)
Exp: smokey explosion large (smokey.shp)
Exp: small explosion - white (twlt026.shp)
Exp: medium explosion - white (twlt036.shp)
Exp: large explosion - white (twlt050.shp)
Exp: x-large explosion - white (twlt070.shp)
Exp: mega explosion - white (twlt0100.shp)
Exp: small explosion 1 - high explosives (xgrysml1.shp)
Exp: small explosion 2 - high explosives (xgrysml2.shp)
Exp: medium explosion 1 - high explosives (xgrymed1.shp)
Exp: medium explosion 2 - high explosives (xgrymed2.shp)

Flame: small fire (burn-s.shp)
Flame: medium fire (burn-m.shp)
Flame: large fire (burn-l.shp)
Flame: tiny fire - on ground (fire4.shp)
Flame: small fire - on ground (fire3.shp)
Flame: medium fire - on ground (fire2.shp)
Flame: large fire - on ground (fire1.shp)
Flame: devil's tongue flame stream (flameall.shp)
Flame: inf caught on fire (flameguy.shp)

Infantry: GDI light infantry (e1.shp)
Infantry: Nod light infantry (e1.shp)


Projectile: bomb (bomb.shp)
Projectile: disk (discus.shp)
Projectile: small meteor (metsmall.shp)
Projectile: large meteor (metlarge.shp)
Projectile: small meteor trail (metstral.shp)
Projectile: large meteor trail (metltral.shp)
Projectile: missile (missile.shp)
Projectile: patriot missile (patriot.shp)
Projectile: EMP ball (pulsball.shp)

Smoke: poison cloud small (cloud2.shp)
Smoke: poison cloud s-disappear (cloud2d.shp)
Smoke: poison cloud large (cloud1.shp)
Smoke: poison cloud l-disappera (cloud1d.shp)
Smoke: veinhole poison cloud spawn (gaslrgmk.shp)
Smoke: smoke ring small (cldrngsm.shp)
Smoke: smoke ring medium (cldrngmd.shp)
Smoke: smoke ring large (cldrng1.shp)
Smoke: smoke ring x-large (cldrng2.shp)
Smoke: grey smoke small (sgrysmk1.shp)
Smoke: grey smoke large (lgrysmk1.shp)
Smoke: red smoke small (sredsmk1.shp)
Smoke: red smoke large (lredsmk1.shp)
Smoke: smoke ring (ring.shp)
Smoke: smoke signal (smokland.shp)
Smoke: steam puff (steampuf.shp)
Smoke: building active anim smoke


Black = Unfinished
Green = Finished

Last edited by DonutArnold on Sun Sep 01, 2019 4:48 pm; edited 24 times in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Dec 13, 2015 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good idea, I'll be looking forward to these.

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Mon Dec 14, 2015 11:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Firestorm idle with variations (crop them from bottom to get the right dimension in TS):



fsidle03_render01.gif
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fsidle03_render01.gif



fsidle02_render01.gif
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fsidle02_render01.gif



fsidle01_render01.gif
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fsidle01_render01.gif



Fsidle01-03.zip
 Description:

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 Filename:  Fsidle01-03.zip
 Filesize:  1.65 MB
 Downloaded:  84 Time(s)


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 14, 2015 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

The particle effect looks nice, though the 2 bright spots look a bit strange. After all it's only the one wall segment on the ground that spawns the particles, so the second bright spot looks a bit odd.
The bottom bright particle spawning circle also looks a bit too circular round. I think an isometric ellipse (following the circular wall segment on ground) would be nicer.

The active firestorm wall also a distinct shape of a circle in the middle and a bright ring around it.
It would be cool if this shape is visible in the anim, like the circle in the center spawning bright white particles turning to blue (a center column of particles), while the outer ring spawns blue particles (like a second tube of particles around the center column).
This should give the whole animation also a bit more 3d effect.

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Public SHPs
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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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Mon Dec 14, 2015 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Revision 2:



fsidle01_render03.gif
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fsidle01_render03.gif



fsidle02_render03.gif
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fsidle02_render03.gif



fsidle03_render03.gif
 Description:
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fsidle03_render03.gif



Fsidle01-03_rev2.zip
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 Filename:  Fsidle01-03_rev2.zip
 Filesize:  1.25 MB
 Downloaded:  95 Time(s)


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 14, 2015 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

excellent. Approved!

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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
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Dec 14, 2015 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, nice work. Thosse look awesome.

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

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

Crate heal animations:



healall01_render01.gif
 Description:
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healall01_render01.gif



healone01_render01.gif
 Description:
 Filesize:  17.33 KB
 Viewed:  11251 Time(s)

healone01_render01.gif



Heal01.zip
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 Filename:  Heal01.zip
 Filesize:  709.78 KB
 Downloaded:  68 Time(s)


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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Dec 15, 2015 1:41 am    Post subject: Reply with quote  Mark this post and the followings unread

This looks like it will be interesting!

I would love to see the dig animation redone.

Always thought that looked terrible

Edit: Most of the explosion animations were taken from real stock video or fire/explosions etc. So i think it will be quite hard to replicate them. But good luck! Smile

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Dec 15, 2015 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

The original dig animation must've used some palette that was never included in the release version of the game. You can tell because with anim.pal, it has weird colours and abrupt changes at some places. DROPEXP, DIRTEXP and INFDIE are similar cases.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Dec 15, 2015 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread

DonutArnold wrote:
Green = Finished

Very Happy

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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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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Dec 15, 2015 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

infdie was the basic infantryman just falling down. forgot which palette it was but i think its the same one to TD & RA1

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Dec 15, 2015 11:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, it was the beta-E1 falling down. I don't think I ever found a fitting palette for it, but it's possible I simply overlooked one of the TD/RA1 palettes.

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Tue Dec 15, 2015 1:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

@LKO: Well it definitely is blue! Very Happy

@SMIFFIG: Thanks!

Veteran and armor upgrade crate anims:



armor01_render01.gif
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armor01_render01.gif



veteran01_render01.gif
 Description:
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veteran01_render01.gif



Arm01_vet01.zip
 Description:

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 Filename:  Arm01_vet01.zip
 Filesize:  756.96 KB
 Downloaded:  60 Time(s)


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Dec 15, 2015 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

DonutArnold wrote:
@LKO: Well it definitely is blue! Very Happy

Laughing I like such simple jokes Smile

Icons look cool.
Are you only recreating the icons as close as possible to the original, or also plan to create completely new ones following your own design ideas?

For example, the veteran icon looks a bit simple. So why not also let a strong light source fly randomly around, so it creates some bright reflections along the edges of the rotating star? Such sparkling reflections could give it more detail and a nice small effect.
Or even let some golden particles/sparks emit from the star.

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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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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Tue Dec 15, 2015 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

@LKO: If the original one looks nice then I'll try to replicate it, but if it's bad then I try to improve it somehow. So basically it's both.

Sometimes Blender's materials (especially when playing with specular & reflective materials) is gay and it's really frustrating to find the solution and result I want, so here's 100% more sparkles:



veteran01_render03.gif
 Description:
 Filesize:  12.41 KB
 Viewed:  11038 Time(s)

veteran01_render03.gif



Veteran01_02.zip
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 Filename:  Veteran01_02.zip
 Filesize:  345.24 KB
 Downloaded:  55 Time(s)


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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Tue Dec 15, 2015 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shroud crate:



shroudx01_render02.gif
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 Filesize:  58.97 KB
 Viewed:  11020 Time(s)

shroudx01_render02.gif



shroudx01_render01.gif
 Description:
 Filesize:  18.96 KB
 Viewed:  11020 Time(s)

shroudx01_render01.gif



Shroudx01.zip
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 Filename:  Shroudx01.zip
 Filesize:  436.94 KB
 Downloaded:  57 Time(s)


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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Dec 15, 2015 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could you make the shroud creep over the globe like a cloudy mist, as I recall in the original?

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Tue Dec 15, 2015 11:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you going to release the source file for these so people can render them at custom sizes if needed?

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Wed Dec 16, 2015 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

For both: Yes eventually

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Wed Dec 16, 2015 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shroud revision 2 and reveal:



reveal01_render03.gif
 Description:
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reveal01_render03.gif



shroudx01_render03.gif
 Description:
 Filesize:  21.32 KB
 Viewed:  10907 Time(s)

shroudx01_render03.gif



Rev01_shr01.zip
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 Filename:  Rev01_shr01.zip
 Filesize:  1.39 MB
 Downloaded:  58 Time(s)


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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Wed Dec 16, 2015 4:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice Animations, i like them.

Very Happy Attached Picture Very Happy ; I know the reason tho, you are using different style of page.



Screenshot_2015-12-16-18-56-08-1.png
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Screenshot_2015-12-16-18-56-08-1.png



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Changed Dune Mod: http://www.moddb.com/mods/changed-dune
MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Wed Dec 16, 2015 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well crap, I'll change that to red Very Happy

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Wed Dec 16, 2015 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ermm.... That was not what i meant.

It says "BLACK = unfinished" but it's written white. Very Happy But whatever not much important.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Dec 16, 2015 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

To be honest, red is the worst choice for finished animations, because it actually gives the impression that there's something wrong with them or you can't make them for some reason #Tongue
Green would be best IMO and blue was also better.
DonutArnold wrote:

I think those sparkles look too much like snow, so it was better without them. The sparkles would be better if they looked more like the twinkle animations (like twinkle1-3.shp).
DonutArnold wrote:

It might be better if the transition was a bit less sudden and if the animation doesn't immediately end right when the globe has been shrouded (so that you still get to see the shrouded globe spin around once before disappearing).

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Last edited by Bittah Commander on Thu Dec 17, 2015 12:43 am; edited 1 time in total

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Wed Dec 16, 2015 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Bittah Commander: True that, just wanted to have a color that is easy to me to distinguish. I might create another revision from the star in the future. And I'll take a look at the shroud. Thanks for the input.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 16, 2015 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

i gave the veteran icon a try myself (astonishing how time consuming such a small anim can be, when you adjust things here and there to look right, and i'm still not really pleased with the result)
attached just the raw frames



veteran75x75.zip
 Description:

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 Filename:  veteran75x75.zip
 Filesize:  47.36 KB
 Downloaded:  30 Time(s)


veteran37x37.zip
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 Filename:  veteran37x37.zip
 Filesize:  20.2 KB
 Downloaded:  30 Time(s)


_________________
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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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Thu Dec 17, 2015 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

@LKO: thanks!

Here's death_x mega pack which has corpses for GDI, Nod and Civilians (please be advice that infantry won't be 2xTS in RW, it's RA2 scaled instead, so it's also usable in RA2 mods too. Also the sprites are not cropped!):



death01_nod01.gif
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 Filesize:  25.09 KB
 Viewed:  10752 Time(s)

death01_nod01.gif



death01_gdi01.gif
 Description:
 Filesize:  25.23 KB
 Viewed:  10752 Time(s)

death01_gdi01.gif



death01_civ01.gif
 Description:
 Filesize:  23.22 KB
 Viewed:  10752 Time(s)

death01_civ01.gif



Death01.zip
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 Filename:  Death01.zip
 Filesize:  527.32 KB
 Downloaded:  64 Time(s)


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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Dec 18, 2015 5:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Very good!

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FurryQueen
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Joined: 24 Jul 2010
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PostPosted: Fri Dec 18, 2015 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd like to see some explosions!

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Millennium
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PostPosted: Fri Dec 18, 2015 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

A Donate button.
What a coincidence!
These animations are great... do you also take payed work for other kinds of graphics, for example buildings or infantry?

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DonutArnold
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PostPosted: Mon Dec 21, 2015 1:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Millenium: PM'd

@FurryQueen: Will be next in my task list. #Tongue

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DonutArnold
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PostPosted: Tue Dec 22, 2015 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Exploxxx explosions (has explosion and smoke separate renders as extra):



explolrg01_smoke01.gif
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explolrg01_smoke01.gif



explolrg01_render01.gif
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explolrg01_render01.gif



expomed01_render01.gif
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 Viewed:  10474 Time(s)

expomed01_render01.gif



explosml01_render01.gif
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 Filesize:  14.39 KB
 Viewed:  10474 Time(s)

explosml01_render01.gif



exploxxx01.zip
 Description:

Download
 Filename:  exploxxx01.zip
 Filesize:  1.58 MB
 Downloaded:  161 Time(s)


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XxpeddyxX
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PostPosted: Tue Dec 22, 2015 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

My favourite topic right now

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Lin Kuei Ominae
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PostPosted: Tue Dec 22, 2015 1:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

excellent animation.

Do you put the anim on a test screenshot, to see if the size fits?
e.g. the big anim has fine enough details to match the small TS size, but for Rewire, the details could be actually too small. It could look like the anim is from farther away than the rest of the Rewire art.
I fear you'll have some serious trouble getting the right proportions for the smaller inner details done right, so they match the scaling of TS and Rewire.
Fire, smoke and water are things which can't be simply upscaled, since they look and behave different regarding their size and unfortunately is the human eye able to spot even small discrepancies.

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DonutArnold
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PostPosted: Tue Dec 22, 2015 1:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh crap, totally forgot RW scale renders. These are only TS scale. >__>

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DonutArnold
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PostPosted: Tue Dec 22, 2015 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

@LKO: Nope, I don't test these at all.

Here's RW scale ones:



explosml01_render02.gif
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explosml01_render02.gif



expomed01_render02.gif
 Description:
 Filesize:  73.58 KB
 Viewed:  10403 Time(s)

expomed01_render02.gif



explolrg01_render02.gif
 Description:
 Filesize:  173.38 KB
 Viewed:  10403 Time(s)

explolrg01_render02.gif



exploxxx01_02.zip
 Description:

Download
 Filename:  exploxxx01_02.zip
 Filesize:  2.9 MB
 Downloaded:  147 Time(s)


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Lin Kuei Ominae
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PostPosted: Tue Dec 22, 2015 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

The big versions are great, but the medium and small ones are noticeable zoomed out, and not really "smaller" in size in the meaning of less flames and less explosive.
e.g. the inner details on the small explosion are too small to fit in the game.

The inner details (smoke clouds, flames etc) should have on all versions the same size, only the amount of them should be reduced. So they all share the same inner detail size and camera distance.

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DonutArnold
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PostPosted: Tue Dec 22, 2015 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Reduced grain from RW medium and small anims:



explosml01_render03.gif
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explosml01_render03.gif



expomed01_render03.gif
 Description:
 Filesize:  75.19 KB
 Viewed:  10368 Time(s)

expomed01_render03.gif



exploxxx01_03.zip
 Description:

Download
 Filename:  exploxxx01_03.zip
 Filesize:  1.35 MB
 Downloaded:  134 Time(s)


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Lin Kuei Ominae
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PostPosted: Tue Dec 22, 2015 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

better Smile

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SMIFFGIG
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PostPosted: Wed Dec 23, 2015 8:16 pm    Post subject:   Reply with quote  Mark this post and the followings unread

These are looking great!

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DonutArnold
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PostPosted: Sun Dec 27, 2015 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Little testing:



gdi_soldier01_test05.gif
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 Filesize:  5.17 KB
 Viewed:  10173 Time(s)

gdi_soldier01_test05.gif



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Lin Kuei Ominae
Seth


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PostPosted: Sun Dec 27, 2015 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice model and animation.

Though imo it looks a bit like a diving suit with the rather big head/helmet.
The knees also look a bit strange. I assume they are supposed to be knee protectors, but they look like tiny spikes. Such spikes would fit better to Nod imo.

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DonutArnold
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PostPosted: Sun Dec 27, 2015 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks! I made them like they won't bend, but I fixed that and now they bend. Above framerate is only supported in OpenRA so here's full circle with TS framerate:



gdi_soldier01_test07_02.gif
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gdi_soldier01_test07_02.gif



gdi_soldier01_test07.gif
 Description:
 Filesize:  12.5 KB
 Viewed:  10121 Time(s)

gdi_soldier01_test07.gif



Last edited by DonutArnold on Sun Dec 27, 2015 10:04 pm; edited 1 time in total

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SMIFFGIG
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PostPosted: Sun Dec 27, 2015 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Crimsonum
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PostPosted: Tue Dec 29, 2015 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I actually prefer the TS frame rate, to me the OpenRA variant looks kinda goofy. Very promising, nontheless.

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DonutArnold
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PostPosted: Fri Jan 01, 2016 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

GDI Light infantry in TS scale:



gdi_soldier02_render03.gif
 Description:
 Filesize:  66.54 KB
 Viewed:  9919 Time(s)

gdi_soldier02_render03.gif



gdi_soldier02_render03.zip
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 Filename:  gdi_soldier02_render03.zip
 Filesize:  1.88 MB
 Downloaded:  78 Time(s)


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MadHQ
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PostPosted: Fri Jan 01, 2016 9:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you animate that? Or are you using some kind of animation skeleton.

Because that is pretty good.

It would be nice for some kind of infantry animation to exist for 3dsmax.

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DonutArnold
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PostPosted: Fri Jan 01, 2016 9:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep, animated and modeled from scratch.

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Bu7loos
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PostPosted: Fri Jan 01, 2016 10:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow nice Smile

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