:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::

Do you want to advertise at Project Perfect Mod. Find out how to do it HERE.

The time now is Wed Jul 28, 2021 4:57 pm
All times are UTC + 0
 Forum index » Modding Central » Red Alert 2 Editing Forum
Just an Idea for Yuri
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [13 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
adamstrange
Rocket Cyborg


Joined: 07 Mar 2013

PostPosted: Sun Jun 27, 2021 7:35 pm    Post subject:  Just an Idea for Yuri Reply with quote  Mark this post and the followings unread

Just thought that This steam punk battleship would be perfect for Yuri since all of his units have that steampunk look.


maxresdefault (26) (2).jpg
 Description:
 Filesize:  198.07 KB
 Viewed:  294 Time(s)

maxresdefault (26) (2).jpg



Back to top
View user's profile Send private message
TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Jun 27, 2021 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then get some 3D making skills, like Blender or Maya or 3D Max, make it, and when you're done use the neat little thing called 3DS2VXL

https://ppmforums.com/topic-25043/3ds2vxl-fixed-version/
(I don't know if this is the latest 3DS2VXL version, please correct me if that thread is not the newest one)

Alternatively, use DonutArnold's Blender template to render the giant thing as a SHP unit. https://ppmforums.com/post-603249/blender-templates-tdra-ts-ra2/#603249
The details won't be lost or look ugly in-game as they would if you use voxels.
Then you'll have to push those 32 renders of 32 facings into LKO's ImageShaper and make it create the SHP.
https://ppmforums.com/topic-44476/image-shaper/
_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

Back to top
View user's profile Send private message Send e-mail Visit poster's website ModDB Profile ID YouTube User URL Twitter Channel URL Skype Account
G-E
General


Joined: 09 Feb 2015

PostPosted: Sun Jun 27, 2021 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

This would be attrocious as a voxel.
_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Mon Jun 28, 2021 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

This reminds me of that stupid vehicle in Original War, the Behemoth. It would be easy to convert but without a good multiple weapons support (multi turrets), I don't see it having much use right now.

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 29, 2021 12:49 am    Post subject: Reply with quote  Mark this post and the followings unread

The Russians actually built several round warships in the late 1870's. Their large displacement meant that they could be fitted with heavy armor & some of the biggest guns of the time. The large frontal area created a lot of drag though, making them very slow & some times difficult to control.


_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Zorbung
Vehicle Driver


Joined: 04 Jun 2021

PostPosted: Tue Jun 29, 2021 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Alternatively, use DonutArnold's Blender template to render the giant thing as a SHP unit.

I though vehicles can only be voxels? How do you make them use SHP?

Back to top
View user's profile Send private message
Virgil
Cyborg Firebomber


Joined: 22 Jul 2018

PostPosted: Tue Jun 29, 2021 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zorbung wrote:
TAK02 wrote:
Alternatively, use DonutArnold's Blender template to render the giant thing as a SHP unit.

I though vehicles can only be voxels? How do you make them use SHP?

What do you think Terror Drones, Dolphins and Giant Squids are?

Back to top
View user's profile Send private message
Zorbung
Vehicle Driver


Joined: 04 Jun 2021

PostPosted: Tue Jun 29, 2021 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see.. so it's my understanding that voxels are turned into 2D images in real time while SHP are rendered as they are. Is there any difference between voxels and shps then? I mean could a mod just use shps for everything in the game or is there a caveat for using them?

Back to top
View user's profile Send private message
TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Jun 29, 2021 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I remember explaining this on reddit a long time ago.

The gist of it is that VXLs are far less detailed than SHPs, unless you mess a lot with the bounds and transformation matrix of the VXL, and the details will probably look ugly.
However any changes, even by a pixel, are carried over to all rotations just fine.

SHPs are far more detailed than VXLs can be.
Downside is if you change only one pixel that change won't carry over to the other rotations like with VXLs.

VXLs are "true" 3D models rendered in real-time by the game, SHPs are renders of 3D models; models either Westwood or someone else created, and most likely were lost to time, so now only the renders remain.
_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

Back to top
View user's profile Send private message Send e-mail Visit poster's website ModDB Profile ID YouTube User URL Twitter Channel URL Skype Account
Zorbung
Vehicle Driver


Joined: 04 Jun 2021

PostPosted: Tue Jun 29, 2021 8:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

But what about turrets/barrels? And if they work as SHP then how to position them, do they still need a HVA?

Back to top
View user's profile Send private message
Virgil
Cyborg Firebomber


Joined: 22 Jul 2018

PostPosted: Tue Jun 29, 2021 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zorbung wrote:
I see.. so it's my understanding that voxels are turned into 2D images in real time while SHP are rendered as they are. Is there any difference between voxels and shps then? I mean could a mod just use shps for everything in the game or is there a caveat for using them?

shp unit cannot "tilt" on slope and when hit by Rocker warheads, so it is usually not a good idea to make shp wheeled/tracked vehicles, but walkers (hva animation is hard to make and adjust) and jumpjets can usually ignore these disadvantages.
vxl also cannot be bigger than 256 leptons (4 cells long) in any direction, or game won't render it properly, but shp does not have this limit. On the other hand, AircraftTypes does not accept shp, only vxl works, and InfantryTypes does not accept vxl, only shp works (sequences need shp frame indexes).
vxl units must have vxl turrets, while shp units can have either vxl or shp turrets. vxl also have the barrel recoil logic as is seen on Grand Cannon, which cannot be reproduced by shp turrets. Game does not render shadow for vxl turrets, but for shp turrets it does.

Back to top
View user's profile Send private message
McPwny
Cyborg Firebomber


Joined: 29 Jan 2018

PostPosted: Tue Jun 29, 2021 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

the turrets location is handled by the 3d modeler when they render the .shp's frames. shp vehicles cannot
have voxel turrets, but stupidly enough, can have voxel turret barrels. also, turret shadows are broken and
do not render for .shp vehicles.
_________________
.shp artist and critic of voxels

Back to top
View user's profile Send private message
bbglas007
Medic


Joined: 14 Mar 2021

PostPosted: Thu Jul 08, 2021 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

This thread turned into a nice graphics crash course. Thanks guys. This saved me a lot of time researching this

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [13 Posts] Mark the topic unread ::  View previous topic :: View next topic
 Forum index » Modding Central » Red Alert 2 Editing Forum
Jump to:  
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2081s ][ Queries: 14 (0.0121s) ][ Debug on ]