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 Forum index » Modding Central » Media Hut » SHPs
half a dozen TS buildings
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McPwny
Cyborg Firebomber


Joined: 29 Jan 2018

PostPosted: Mon Mar 08, 2021 4:00 pm    Post subject:  half a dozen TS buildings
Subject description: buildups, anims, code. no snow art
Reply with quote  Mark this post and the followings unread

just some old assets of mine that i would like to make public.



Spoiler (click here to read it):
Code:
[CIVPOWR]
Remapable=yes
Cameo=
Foundation=2x2
Height=2
Buildup=CIVPOWRMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=CIVPOWR_A
ActiveAnimDamaged=CIVPOWR_AD
ActiveAnimZAdjust=-25
ActiveAnimTwo=CIVPOWR_B
ActiveAnimTwoDamaged=CIVPOWR_BD
ActiveAnimTwoZAdjust=-50
ActiveAnimThree=CIVPOWR_C
ActiveAnimThreeDamaged=CIVPOWR_C
ActiveAnimThreeZAdjust=-50

[CIVPOWR_A]         ;the small turbine anim
Surface=yes
LoopStart=0
LoopEnd=7
LoopCount=-1
Rate=150
UseNormalLight=yes

[CIVPOWR_AD]
Surface=yes
LoopStart=0
LoopEnd=7
LoopCount=-1
Rate=150
UseNormalLight=yes

[CIVPOWR_B]         ;the large turbine anim
Surface=yes
LoopStart=0
LoopEnd=25
LoopCount=-1
Rate=200
UseNormalLight=yes

[CIVPOWR_BD]
Surface=yes
LoopStart=0
LoopEnd=25
LoopCount=-1
Rate=200
UseNormalLight=yes

[CIVPOWR_C]         ;the light anim
Surface=yes
LoopStart=0
LoopEnd=25
LoopCount=-1
Rate=180
UseNormalLight=yes

[CIVPOWR_CD]
Surface=yes
LoopStart=0
LoopEnd=25
LoopCount=-1
Rate=180
UseNormalLight=yes




Spoiler (click here to read it):
Code:
[CIVTECH]
Remapable=yes
Cameo=
Height=5
Foundation=3x2
Buildup=CIVTECHMK
DemandLoadBuildup=true   ;McP it turns out that anims are layerd on top of eachother depending on their order here
NewTheater=yes      ;the first active anim being the lowest layer
FreeBuildup=true
ActiveAnim=CIVTECH_A      ;the glowing blue anim
ActiveAnimDamaged=CIVTECH_AD
ActiveAnimZAdjust=-100
ActiveAnimTwo=CIVTECH_B      ;the globe
ActiveAnimTwoDamaged=CIVTECH_BD
ActiveAnimTwoZAdjust=-50
ActiveAnimThree=CIVTECH_C   ;the radar dish
ActiveAnimThreeDamaged=CIVTECH_C
ActiveAnimThreeZAdjust=-50
ActiveAnimFour=CIVTECH_D   ;the elevator
ActiveAnimFourDamaged=CIVTECH_DD
ActiveAnimFourZAdjust=-100

[CIVTECH_A]
LoopStart=0
LoopEnd=24
LoopCount=-1
Rate=80
Surface=yes

[CIVTECH_AD]
LoopStart=0
LoopEnd=24
LoopCount=-1
Rate=80
Surface=yes

[CIVTECH_B]
LoopStart=0
LoopEnd=24
LoopCount=-1
Rate=260
Surface=yes
Translucency=50

[CIVTECH_BD]
Image=CIVTECH_B
LoopStart=0
LoopEnd=24
LoopCount=-1
Rate=260
Surface=yes
Translucency=75

[CIVTECH_C]
LoopStart=0
LoopEnd=19
LoopCount=-1
Rate=200
Surface=yes

[CIVTECH_D]
LoopStart=0
LoopEnd=24
LoopCount=-1
Rate=160
Surface=yes

[CIVTECH_DD]
LoopStart=0
LoopEnd=24
LoopCount=-1
Rate=120
Surface=yes




Spoiler (click here to read it):
Code:
[CIVREFN]
Remapable=yes
Cameo=GDRFICON
Foundation=4x3
Height=2
Buildup=CIVREFNMK
DemandLoadBuildup=true
FreeBuildup=true
BibShape=CIVREFNBB
NewTheater=yes
SiloDamage=yes
SpecialAnim=CIVREFN_S         ;Crim: due to a bug in SpecialAnim, damage status is not properly updated for any of the building anims
SpecialAnimDamaged=CIVREFN_S
SpecialAnimZAdjust=-45
ActiveAnim=CIVREFN_A
ActiveAnimZAdjust=-45
ActiveAnimPowered=true
ActiveAnimTwo=CIVREFN_SSB
ActiveAnimTwoDamaged=CIVREFN_SSB
PreProductionAnim=CIVREFN_U      ;Mcp playes when the harvester first enters the refinery
PreProductionAnimDamaged=CIVREFN_U
PreProductionAnimZAdjust=-125

[CIVREFN_SSB]   ;smoke stack anim
LoopStart=0
LoopEnd=5
LoopCount=-1
Rate=200
NewTheater=yes
TrailerAnim=CIVREFN_SS
TrailerSeperation=5

[CIVREFN_SS]
Rate=350
Translucent=yes
;YDrawOffset=-70

[CIVREFN_A]   ;glowing anim
LoopStart=0
LoopEnd=20
LoopCount=-1
Rate=200
Surface=yes
NewTheater=no
UseNormalLight=yes

[CIVREFN_S]   ;silo anim
Rate=0
Surface=yes
NewTheater=no
UseNormalLight=yes

[CIVREFN_U]   ; tube anim
LoopStart=0
LoopEnd=15
LoopCount=1
Rate=180
NewTheater=yes
Next=CIVREFN_SM

[CIVREFN_SM]   ; green smoke
NewTheater=no
Surface=yes
LoopStart=0
LoopEnd=91
LoopCount=1
Rate=360
Translucency=50




Spoiler (click here to read it):
Code:
[CIVRADR]
Remapable=yes
Height=5
Cameo=
Foundation=2x2
Buildup=CIVRADRMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=CIVRADR_A      ;the blue light on the ground
ActiveAnimDamaged=CIVRADR_AD
ActiveAnimZAdjust=-50
ActiveAnimTwo=CIVRADR_B      ;the spinning radar thing
ActiveAnimTwoDamaged=CIVRADR_BD
ActiveAnimTwoZAdjust=-50

[CIVRADR_A]
NewTheater=yes
LoopStart=0
LoopEnd=24
LoopCount=1
Rate=160
Surface=yes
Next=CIVRADR_AZ

[CIVRADR_AZ]         ;McP these two tags make the anim play with a controlled delay
Image=none
NewTheater=yes
LoopStart=0
LoopEnd=24
LoopCount=1
Rate=180
Surface=yes
Next=CIVRADR_A

[CIVRADR_AD]
NewTheater=yes
LoopStart=0
LoopEnd=24
LoopCount=1
Rate=140
Surface=yes
Next=CIVRADR_ADZ

[CIVRADR_ADZ]
Image=none
NewTheater=yes
LoopStart=0
LoopEnd=25
LoopCount=1
Rate=180
Surface=yes
Next=CIVRADR_AD

[CIVRADR_B]
NewTheater=yes
LoopStart=0
LoopEnd=25
LoopCount=-1
Rate=240
Surface=yes

[CIVRADR_BD]
NewTheater=yes
LoopStart=0
LoopEnd=24
LoopCount=-1
Rate=240
Surface=yes




Spoiler (click here to read it):
Code:
[CIVCNST]
Remapable=yes
Foundation=3x3
Height=3
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
Buildup=CIVCNSTMK
;PreProductionAnim=CIVCNST_B   ;McP uhhhh. this tag doesnt even work here... despite WW having made art to go here
ProductionAnim=CIVCNST_A   ;the crane anim
ActiveAnim=CIVCNST_B      ;the glowing anim under the crane
ActiveAnimDamaged=CIVCNST_BD
ActiveAnimZAdjust=-50
ActiveAnimTwo=CIVCNST_C      ;the spotlight anim on top
ActiveAnimTwoDamaged=CIVCNST_CD
ActiveAnimTwoZAdjust=-50
ActiveAnimThree=CIVCNST_D   ;the blue anim on the top
ActiveAnimThreeDamaged=CIVCNST_DD
ActiveAnimThreeZAdjust=-50
ActiveAnimFour=CIVCNST_E   ;the blue anim on bottom
ActiveAnimFourDamaged=CIVCNST_ED
ActiveAnimFourZAdjust=-25

[CIVCNST_A]
LoopStart=0
LoopEnd=24
LoopCount=1
Rate=200
Surface=yes
NewTheater=yes

[CIVCNST_AD]
LoopStart=0
LoopEnd=24
LoopCount=1
Rate=200
Surface=yes
NewTheater=yes

[CIVCNST_B]
LoopStart=0
LoopEnd=24
LoopCount=-1
Rate=200
Surface=yes
NewTheater=yes

[CIVCNST_BD]
LoopStart=0
LoopEnd=24
LoopCount=-1
Rate=200
Surface=yes
NewTheater=yes

[CIVCNST_C]
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=260
Surface=yes
NewTheater=yes

[CIVCNST_CD]
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=260
Surface=yes
NewTheater=yes

[CIVCNST_D]
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=260
Surface=yes
NewTheater=yes

[CIVCNST_DD]
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=260
Surface=yes
NewTheater=yes

[CIVCNST_E]
LoopStart=0
LoopEnd=19
LoopCount=-1
Rate=260
Surface=yes
NewTheater=yes

[CIVCNST_ED]
LoopStart=0
LoopEnd=19
LoopCount=-1
Rate=260
Surface=yes
NewTheater=yes




Spoiler (click here to read it):
Code:
[CIVFACT]
Remapable=yes
Cameo=
Foundation=4x3
Height=2
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
Buildup=CIVFACTMK
DeployingAnim=CIVFACT_2         ;McP odd name choice for what this is
UnderDoorAnim=CIVFACT_1
BibShape=none
ProductionAnim=CIVFACT_A
ProductionAnimDamaged=CIVFACT_AD
ProductionAnimZAdjust=-125

[CIVFACT_A]
NewTheater=yes
LoopStart=0
LoopEnd=24
LoopCount=1
Rate=165
Surface=yes
Next=CIVFACT_SSB

[CIVFACT_AD]
NewTheater=yes
LoopStart=0
LoopEnd=24
LoopCount=1
Rate=165
Surface=yes
Next=CIVFACT_SSB

[CIVFACT_SSB]            ;smoke stack anim
LoopStart=0
LoopEnd=5
LoopCount=3
Rate=200
NewTheater=yes
TrailerAnim=CIVFACT_SM
TrailerSeperation=5

[CIVFACT_SM]
Rate=350
Translucent=yes



Spoiler (click here to read it):
Code:

[CIVTURRET]
Remapable=yes
Foundation=2x2
Height=2
PrimaryFireFLH=412,77,8
SecondaryFireFLH=412,77,8
Buildup=CIVTURRETMK
ActiveAnim=CIVTURRET_A
ActiveAnimDamaged=CIVTURRET_AD
ActiveAnimZAdjust=-30

[CIVTURRET_A]
NewTheater=yes
Surface=yes
Start=0
LoopStart=0
LoopEnd=25
LoopCount=1
;UseNormalLight=yes
Rate=200
Next=CIVTURRET_AZ

[CIVTURRET_AZ]
Image=none
NewTheater=yes
Surface=yes
Start=0
LoopStart=0
LoopEnd=25
LoopCount=1
;UseNormalLight=yes
Rate=200
Next=CIVTURRET_A

[CIVTURRET_AD]
NewTheater=yes
Surface=yes
Start=0
LoopStart=0
LoopEnd=25
LoopCount=1
;UseNormalLight=yes
Rate=200
Next=CIVTURRET_ADZ

[CIVTURRET_ADZ]
Image=none
NewTheater=yes
Surface=yes
Start=0
LoopStart=0
LoopEnd=25
LoopCount=1
;UseNormalLight=yes
Rate=200
Next=CIVTURRET_AD

[CIVTURRET_T]
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=0
Surface=yes
NewTheater=yes

[CIVTURRET_TD]
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=0
Surface=yes
NewTheater=yes


the code does work, but you may want to fine tune them further.
enjoy.


civ buildings.zip
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 Filename:  civ buildings.zip
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TrainStation
Vehicle Driver


Joined: 06 Nov 2017

PostPosted: Mon Mar 08, 2021 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice job, keep up the good work! Smile

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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Tue Mar 09, 2021 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Mar 09, 2021 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

McPwny, I knew that you wont disappoint! This is one awesome work!
_________________

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Artraiden
Vehicle Driver


Joined: 23 Apr 2017

PostPosted: Wed Mar 10, 2021 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

all of this are good, reminds me some militia forces side) too bad it's for TS size)

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NimoStar
Cyborg Commando


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Thu Apr 15, 2021 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh if only we could render these for RA2.
_________________

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McPwny
Cyborg Firebomber


Joined: 29 Jan 2018

PostPosted: Thu Apr 15, 2021 5:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

if you know blender you can just grab the files from donutarnolds discord server and render them however you like.
_________________
.shp artist and critic of voxels

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Holland
Disk Thrower


Joined: 31 May 2017

PostPosted: Sat Jun 12, 2021 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Holy moly those are awesome!! thanks McPwny! ima add these to cncnet update too.

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