Posted: Sun Dec 13, 2015 11:46 am Post subject:
TS animations remade
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.
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)
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 QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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! _________________ QUICK_EDIT
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. _________________
infdie was the basic infantryman just falling down. forgot which palette it was but i think its the same one to TD & RA1 _________________ ~ Excelsior ~ QUICK_EDIT
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. _________________
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
@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:
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
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). _________________ Last edited by Bittah Commander on Thu Dec 17, 2015 12:43 am; edited 1 time in total QUICK_EDIT
@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. QUICK_EDIT
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
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!):
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Fri Dec 18, 2015 5:49 pm Post subject:
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? _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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.gif
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Last edited by DonutArnold on Sun Dec 27, 2015 10:04 pm; edited 1 time in total QUICK_EDIT
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. _________________ MadHQ's Graveyard - Click here!
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