I think you want to set AnimHigh=20 as there are only frames 0-19
Maybe even AnimHigh=19, as i'm not sure if the specified frame is still rendered or not. On normal anims LoopEnd and End it is not, so 20 should be right.
I see RA2 has the same bug as TS, where Shadow=no still renders a shadow. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I think you want to set AnimHigh=20 as there are only frames 0-19
Maybe even AnimHigh=19, as i'm not sure if the specified frame is still rendered or not. On normal anims LoopEnd and End it is not, so 20 should be right.
I see RA2 has the same bug as TS, where Shadow=no still renders a shadow.
Several segmented lines with Noise modifier on their vertices
Shadow=no on rules definition can prevent shadow
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_________________ I DON'T extract models from Rivals.
I play Rivals tho, PM me for a fight. QUICK_EDIT
Several segmented lines with Noise modifier on their vertices
ah in 3d, nice. how about giving the center sphere a slight pulsating effect by making it once bigger during the anim? (start/end 100%, in the middle 200% size)
You could then also use a Falloff map to have the outer sphere darker than the inner sphere, regardless from where you look with your camera on it.
Are you rotating the entire model or use a Noise modifier on the splines to animate the outer vertices of the splines? _________________ SHP Artist of Twisted Insurrection: Nod buildings
how about giving the center sphere a slight pulsating effect by making it once bigger during the anim? (start/end 100%, in the middle 200% size)
You could then also use a Falloff map to have the outer sphere darker than the inner sphere, regardless from where you look with your camera on it.
Will try
Lin Kuei Ominae wrote:
Are you rotating the entire model or use a Noise modifier on the splines to animate the outer vertices of the splines?
no rotating, just noising _________________ I DON'T extract models from Rivals.
I play Rivals tho, PM me for a fight. QUICK_EDIT
I see RA2 has the same bug as TS, where Shadow=no still renders a shadow.
Because doesn't the Shadow tag in art just tell the game whether the animation itself has shadow frames, whereas projectiles drawing a shadow on the ground is handled with a Shadow tag on the projectile code itself. QUICK_EDIT
Because doesn't the Shadow tag in art just tell the game whether the animation itself has shadow frames, whereas projectiles drawing a shadow on the ground is handled with a Shadow tag on the projectile code itself.
When rendering projectile and debris the game simply draws its shadow by turning every pixel to grey and the actual shadow frames are not used for shadow drawing. Shadow=yes/no in art definition seems to have no effect in this case. _________________ I DON'T extract models from Rivals.
I play Rivals tho, PM me for a fight. QUICK_EDIT
I think you want to set AnimHigh=20 as there are only frames 0-19
Maybe even AnimHigh=19, as i'm not sure if the specified frame is still rendered or not. On normal anims LoopEnd and End it is not, so 20 should be right.
AnimHigh should be 0-based as are all the other looping-related flags (incl. End) except LoopEnd. For whatever reason Westwood made LoopEnd 1-based. _________________
OmegaBolt wrote:
TS is abysmal to play, unless you're just casually city building in it.
Thank you very much. BTW anyone know the electric splash warhead anim like in the gif photo? I think I even seen one long ago but I can't find it and don't know its name. Also can I have the building please it's so good. QUICK_EDIT
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