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ACTUAL WAR MAMMATH
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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sun Dec 27, 2020 8:02 pm    Post subject:  ACTUAL WAR MAMMATH Reply with quote  Mark this post and the followings unread

YO GUYS!! I CRACKED IT! I AM ABOUT TO PULL A FULL WAR MAMMATH GRAPHIC. man YOU KNOW HOW HARD THIS WAS???


I will accept any donations if you would be so kind! Smile Smile Smile Smile Smile Smile


I will get straight to work on making SHP.



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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sun Dec 27, 2020 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread


SW

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sun Dec 27, 2020 8:17 pm    Post subject: Reply with quote  Mark this post and the followings unread


E

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Dec 27, 2020 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Someone modified the Mûmakil from Battle for Middle Earth into the RA3 Mammoth a few years back. It obviously wasn't the best but was better then nothing.

I presume you going to make it by hand, drawing the armour & gun over the Zoo Tycoon sprite? If so good luck...

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sun Dec 27, 2020 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll Also get the new Rhino Tank



I would just put a mortar trooper on its back and for the Rhino put a Conscript on its back.

Maybe you guys could make some examples.

of course il upload it here, I have to, if my CPU crashes on me in the future i want to come back to this thing.


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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sun Dec 27, 2020 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread



This should be everything needed right now. I could do a lay down deployer animation, would look good with cannons on the back. But there is no bulk converter for the frames so i have to do them one by one.

For now i think i have alot of the stuff i need for the sequence and i better get a prototype Rhino out of the pack since the program is glitchy as hell and literally falling apart while i use it.

More death frames can be made but i dont think full rotations are used on Death. Not sure, if somebody can confirm that for me i can get a full ROT of the deaths.

I actually had to use a number of tools to get these graphics. and then i had to edit the final tool to let me get these particular ZT Expansion Pack files.

Heres what he look like in Pal



I can upload a zip of the raw files if u want, or you can wait until ive made an SHP out of it if anyone wants it.




heres a Rhino walk and die.



Idle



Idle 2



Idle 3

and heres your mammath at 60fps


There is a backwards set on SouthEast headbutt towards the end, this cant be fixed on the Gif animator for some reason. I am probably going to give it a deploy animation. If it does end up with cannons on its back, Its going to want a sit down animation. AKA deployer, where it can fire those cannons with higher accuracy. Mammy is beautiful. I love him. I love him like i love the Rhino.

The Rhino Tank, and the Mammath Tank.

I loves them.
i loves them so much.





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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Tue Dec 29, 2020 1:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

If only they were 32 facing

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Tue Dec 29, 2020 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Too many facings xD

Unfortunately the extracted unit only has the standard 8 facings.

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Wed Dec 30, 2020 3:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Just implementing the frames for the SHP, the whole SHP is not complete yet.

but i just took it in to test how nice the walk frames were as i was worred at 16 frames per walk that he would appear to move in slow motion. So i set his speed on the unit to 2. and my God his walk frames are perfect.

I had to implement his frames 1 by 1 which at first seemed daunting but i managed to implement all of his rotation and walk frames within half an hour, and i figure in two or three sessions it would be quicker than finding or creating software to do all this stuff for me, whilst risking degrading the quality of the images. so anyway i just have his attack, die and idle to go.

I guess Wild Mammaths would even pose a significant threat to Ore Miners.
I'd like to make him a vehicle flipper. Ive seen youtube vids of a guy who launched like 20 v3 missiles next to an iron curtain tank and it provided enough tank flip to fully flip the vehicle. This guy is worthy of that kind of flipping power thats for sure.

Anyway heres a preview of what he looks like ingame.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Dec 30, 2020 7:56 am    Post subject: Reply with quote  Mark this post and the followings unread

They lack directional lighting, so I would recommend making them darker overall, it will be harder to notice.

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Wed Dec 30, 2020 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is a trick to make the weapon more flippy by increasing the base damage and reducing the verses, but is it possible to completely flip the tank?


I currently run a

Verses=0%,0%,0%,5%,1%,5%,0%,0%,0%,0%,0%
on a base damage of 2000 with Rocker on.
And he flips them satisfyingly enough, and doesnt cause imminent destruction to the vehicle. But how far can Rocker really go before you need burst, or multiple units to stack the rock?



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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Dec 30, 2020 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

AnimalMan, now I understand why did you chose that name! You are obsessed with animals! Very Happy
Great work man I am impressed, we really need someone like you who will produce animals! Lot of them! Just do not stop finish and upload, do rapid fire! Very Happy
Oh by the way, since it is winter, it would be cool if you have some ,,winter animal" such as deer/stag or so on.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Dec 30, 2020 10:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

AnimalMan wrote:
There is a trick to make the weapon more flippy


Use Pushy=yes on the unit & DirectRocker=yes on the warhead, along with Damage=99999 on the weapon to flip over units. It's an unused tank flipping logic designed for the Brute but it was removed from the game before release because it was to overpowered.

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Wed Dec 30, 2020 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:

AnimalMan, now I understand why did you chose that name! You are obsessed with animals! Very Happy
Great work man I am impressed, we really need someone like you who will produce animals! Lot of them! Just do not stop finish and upload, do rapid fire! Very Happy
Oh by the way, since it is winter, it would be cool if you have some ,,winter animal" such as deer/stag or so on.


I have a deer yes i will do it next

Quote:
Use Pushy=yes on the unit & DirectRocker=yes on the warhead, along with Damage=99999 on the weapon to flip over units. It's an unused tank flipping logic designed for the Brute but it was removed from the game before release because it was to overpowered.


Fantastic thank you very much i'll give it a try hopefully its not too buggy for its purpose Smile

Hey since the Brute Smash is just a Rocker, am i correct in assuming "DirectRockingCoefficient=1.5; ;GEF Used to make the damage from the brute rock the target more than it normally would."  is also completely unused?
--- and omg i just tested it and Holy Hell! lol on its default setting with 5000 damage the vehicle appears to become weightless. I'll tweak around a lil see if i can get a realistic result. If not i think the normal rocker may suffice.
Upon inspection it doesnt appear to respect weight as much as Rocker does.  So it might be best to stick to the rocker solution afterall

My mistake it is respecting weight

Direct Rocker at DirectRockingCoefficient=1.2 and Damage output 100 seems to give it some momentum. Light tanks flipped in one, heavier tanks flipped in a few hits. Multiple DirectRocking units cannot attack this unit while its being flipped however.

Its actually really interesting to see what he can and cant flip in one hit. Even Damage at 100 he can flip most allied vehicles really nicely, except the chrono-miner who seems to be immune to flipping.

I think im going to go over some of his Death animations to make them better and upload it let you guys have a go. This is Fun lol  He deserve this logic. you'll see.

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Thu Dec 31, 2020 1:41 am    Post subject: Reply with quote  Mark this post and the followings unread


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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Thu Dec 31, 2020 3:42 am    Post subject: Reply with quote  Mark this post and the followings unread

oh, this is great!

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Wed Jan 06, 2021 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's too bad that you can't have a weapon that destroys by rocking *without* directrocker=yes

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Wed Jan 06, 2021 3:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:


It's too bad that you can't have a weapon that destroys by rocking *without* directrocker=yes


flippy flip is okay considering its a wild unit. Hard punishment for entering its guard range. Normal rocker works well still, but doesnt one shot them. And you  cant really apply it fast enough on this particular attack sequence to have it flip the tank and not look stupid.

Would be nice to directly control that rocker force by having a force multiplier specific to the weapon, without using DirectRocker, as to enable a flip- or near flip depending on weight.

Good thing about Direct Rocker is that it doesnt at all damage the unit if a flip fails. Rocker causes damage never-the-less unless specified not to.

You can use the verses 1% trick to ramp up that rocker damage >2000 while allowing units to take minimal damage and rock a nice amount. But it won't fully flip without the directrocker multiplier.  But its nice to have units be able to escape from this.

But as its a mammoth, with direct flip, once its got you its got you.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Jan 08, 2021 6:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Normal rocker works well still, but doesnt one shot them.


According to my tests that isn't true. Units just rock 180 degrees, then rock back, if you don't have directrocker=yes set. They never die from flipping.

Plus sadly the minimum damage from a wh is 3% if you want it to autotarget enemies.

However, there is a way of using normal rocking and then direct rocking in Ares, with CyclicGattling. You would use first the normal 3% damage attack for regular rocking, then after a second or so, this would trigger the directrocker attack.

I haven't tested this but I believe it would work.

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sun Jan 10, 2021 9:53 pm    Post subject: Reply with quote  Mark this post and the followings unread



concept A



Im tired of copy and paste and i feel i should draw this full rotation.


will be easier to animate with the rope and some cannon wobble

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Jan 11, 2021 1:01 am    Post subject: Reply with quote  Mark this post and the followings unread

I like that first one with golden cannon more, because it can be used by any faction. If you put conscript, it only limits to Soviet or similar. But all versions are awesome really, plus that rhino Smile
Finish them all

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