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[TS] Star Wars Mech Pack
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 27, 2006 11:46 pm    Post subject:  [TS] Star Wars Mech Pack
Subject description: ATAT and ATST for GDI and Nod
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Hi

I finally brought myself to do the ATAT and ATST. Here they are.

ATAT Cameos Nod: GDI:
ATAT Ingame Nod:
GDI:
ATAT walkanim fireanim deathanim

ATST Cameos Nod: GDI:
ATST Ingame Nod: GDI:
ATST walkanim Nod:


some code for art.ini (the FireFLH's aren't found out yet, i hope someone else does this for me Rolling Eyes)
for rules.ini you can use the wolverine as a pattern, because both ATAT and ATST have no turret.
art.ini
Code:

[ATATN]
Cameo=ATATNICON
Voxel=no
Remapable=yes
Facings=8
WalkFrames=16
StandingFrames=1
FiringFrames=4
DeathFrames=20
DeathFrameRate=3
StartWalkFrame=0
StartStandFrame=128
StartFiringFrame=136
StartDeathFrame=168
MaxDeathCounter=128
PrimaryFireFLH=0,0,0
[ATATG]
Cameo=ATATGICON
Voxel=no
Remapable=yes
Facings=8
WalkFrames=16
StandingFrames=1
FiringFrames=4
DeathFrames=20
DeathFrameRate=3
StartWalkFrame=0
StartStandFrame=128
StartFiringFrame=136
StartDeathFrame=168
MaxDeathCounter=128
PrimaryFireFLH=0,0,0

[ATSTN]
Voxel=no
Remapable=yes
Cameo=ATSTNICON
PrimaryFireFLH=0,0,0
Facings=8
WalkFrames=12
StandingFrames=1
StartWalkFrame=0
StartStandFrame=96
[ATSTG]
Voxel=no
Remapable=yes
Cameo=ATSTGICON
PrimaryFireFLH=0,0,0
Facings=8
WalkFrames=12
StandingFrames=1
StartWalkFrame=0
StartStandFrame=96



LKOatatst.zip
 Description:
ups, i really forgot it.sorry.
the zip with the 4 units and 4 cameos

Download
 Filename:  LKOatatst.zip
 Filesize:  517.75 KB
 Downloaded:  1596 Time(s)


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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Last edited by Lin Kuei Ominae on Sun Jan 06, 2013 7:58 pm; edited 3 times in total

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Denmon
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Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Thu Dec 28, 2006 12:45 am    Post subject: Reply with quote  Mark this post and the followings unread

OMG! DON'T YOU EVER REST!?

I love the Nod ones but the GDI ones need other legs.

Uh yea and the AT-AT walks too smoth. it should walk more like the AT-ST...

yea and wheres the download?

NOW GO GET SOME SLEEP!!! Wink

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Last edited by Denmon on Thu Dec 28, 2006 12:51 am; edited 1 time in total

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Harv
Cyborg Firebomber


Joined: 09 Oct 2006
Location: -My own Imagination-

PostPosted: Thu Dec 28, 2006 12:48 am    Post subject: Reply with quote  Mark this post and the followings unread

YOU..........ARE...................................GOD!

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Thu Dec 28, 2006 5:42 am    Post subject: Reply with quote  Mark this post and the followings unread

OMFG! O_O
Wait, we can't download them yet? Then shouldn't it be in the Media Hut Section, not in the finished SHPs section?

Bleh, forget it! THIS IS OWNAGE! IT DESERVES AUTO-SPOTLIGHT!

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Red Dragon
Cyborg Commando


Joined: 23 Feb 2006
Location: Bodegraven, The Netherlands

PostPosted: Thu Dec 28, 2006 8:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Alex06 wrote:
OMFG! O_O
Wait, we can't download them yet? Then shouldn't it be in the Media Hut Section, not in the finished SHPs section?

Bleh, forget it! THIS IS OWNAGE! IT DESERVES AUTO-SPOTLIGHT!


I agree! Ownage dude! Very Happy

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Ezikio
Vehicle Driver


Joined: 07 Jan 2006

PostPosted: Thu Dec 28, 2006 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 28, 2006 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Oshog
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Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Thu Dec 28, 2006 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I am simply stunned. You are just sick man, too much free time #Tongue

I vote there is a Spotlighted SHPs forum in here and these sould be the first to go in there.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Thu Dec 28, 2006 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow - evreone likes them - thought there is only one download #Tongue

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Jåker
Guest




PostPosted: Thu Dec 28, 2006 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

gufu wrote:
wow - evreone likes them - thought there is only one download #Tongue


Thats is becuse it is for a game no one plays anymore. TS!
(very nice shp)

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Thu Dec 28, 2006 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Jåker wrote:
gufu wrote:
wow - evreone likes them - thought there is only one download #Tongue


Thats is becuse it is for a game no one plays anymore. TS!
(very nice shp)

STFU Evereone play's TS in here! #Mad

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Thu Dec 28, 2006 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice. I love the walkcylce on the chicken waka. xD

just some minor things.

on the ATAT deathcycle, doesnt it seem just a tad slow? being a top heavy unit wouldn't fall much faster?

and Denmon pointed out theirs no shift in weight in the main body in its walk anim. since the body appears static, when compared to the rest of the unit.

well thats pretty much it. but great stuff none the less!!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 28, 2006 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Akult wrote:
on the ATAT deathcycle, doesnt it seem just a tad slow? being a top heavy unit wouldn't fall much faster?

and Denmon pointed out theirs no shift in weight in the main body in its walk anim. since the body appears static, when compared to the rest of the unit.

the walkanim for the ATAT is fully intended to be this way. i took movie scenes from episode 5 (Hoth attack) and 6 to prove if it is really the way i did it. And in the movie the main body didnt moved up and down or from left to right at all. (due to the 4 legs and always 3 are on the ground it doesn't need to shift in any direction)
In Addition ingame it doesn't looks that smoth too, because there it never stays on the same pixel position on the screen while walking, except you follow it with your cam.
The death anim is ingame almost at the same speed like in the movie. (here as gif its only a bit slower so you can better see it) But if you want it faster, simply change the deathframerate= command in art.ini Wink (but before doing this i would recommend to test it first by yourself ingame, if you haven't already what i suppose you didn't Razz Very Happy )

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Thu Dec 28, 2006 11:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Jåker wrote:
gufu wrote:
wow - evreone likes them - thought there is only one download #Tongue


Thats is becuse it is for a game no one plays anymore. TS!
(very nice shp)


How dare you!? Shame on you!

Jåker? Svensk möjligen?

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Denmon
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Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Thu Dec 28, 2006 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

bout the death anim, it lands too smooth. If I was a super mega heavy walker and some nub would shoot me so that i would fall then i would probably bounce just a little when crashing to the ground. Not just hit and stop. But maybe thats just me.


Denmon0728 wrote:
Jåker wrote:
gufu wrote:
wow - evreone likes them - thought there is only one download #Tongue


Thats is becuse it is for a game no one plays anymore. TS!
(very nice shp)


How dare you!? Shame on you!

Jåker? Svensk möjligen?

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-tr8er8-
Rocket Cyborg


Joined: 16 Sep 2006
Location: USA

PostPosted: Fri Dec 29, 2006 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Denmon0728 wrote:
bout the death anim, it lands too smooth. If I was a super mega heavy walker and some nub would shoot me so that i would fall then i would probably bounce just a little when crashing to the ground. Not just hit and stop. But maybe thats just me.


Denmon0728 wrote:
Jåker wrote:
gufu wrote:
wow - evreone likes them - thought there is only one download #Tongue


Thats is becuse it is for a game no one plays anymore. TS!
(very nice shp)


How dare you!? Shame on you!

Jåker? Svensk möjligen?


Hehe, same here (not saying I would fall hard).

Falling on its knees or whatever, it falls forward, I think it would look wierd for it being shot in the side, and falling forward. Maybe you should have it kinda fall forward and sideways.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Dec 29, 2006 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread

to make different deathanims isn't a problem for me, but TS allows only one. And that gets played all the time (no facing specific animation).
The way i made it fall forward was intended to be like the death anim in the movie where the ATAT's legs were tied up with the rope from the glider.
And due to its big size it doesn't bounce at all after hitting the ground, thats why it falls on the ground and then stays there. If you time it right with the final explosion you only see the ATAT fall and explode. MaxDeathCounter= needs to be adjusted to get this result.

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Denmon
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Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Fri Dec 29, 2006 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ofcourse it would bounce!

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soader
Rocket Infantry


Joined: 28 Sep 2005

PostPosted: Sat Dec 30, 2006 10:36 am    Post subject: Reply with quote  Mark this post and the followings unread

yeh tis good stuff, the cameos need a bit of work, but its looking quality in-game, and youve also got GDI and Nod, which favours each team, gr8 work mate.

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Jåker
Guest




PostPosted: Mon Jan 01, 2007 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
STFU Evereone play's TS in here!

Quote:
How dare you!? Shame on you!


Oh comon it is a very old game, and all stuff are so small like ants
It was fun 1980 but not anymore

But Red Alert 2 is fuun Very Happy

Quote:
Jåker? Svensk möjligen?

Ah

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon Jan 01, 2007 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Jåker wrote:
Quote:
STFU Evereone play's TS in here!

Quote:
How dare you!? Shame on you!


Oh comon it is a very old game, and all stuff are so small like ants
It was fun 1980 but not anymore

But Red Alert 2 is fuun Very Happy

Quote:
Jåker? Svensk möjligen?

Ah


1980 Laughing

1999!

The game is only 7 years old... besides - comunity is pretty much based on TS... So there is no way no one plays...

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Mon Jan 01, 2007 11:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

SVERIGE!!!! Var nu inte så trångsynt och klaga på vårt kära TS! #Tongue

Varför regristrerar du dig inte förresten??

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mice16
Pyro Sniper


Joined: 26 Jul 2005

PostPosted: Tue Jan 02, 2007 12:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Hows about these?



ATST.png
 Description:
 Filesize:  5.06 KB
 Viewed:  44197 Time(s)

ATST.png



ATAT.png
 Description:
 Filesize:  5.81 KB
 Viewed:  44197 Time(s)

ATAT.png



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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Jan 02, 2007 5:02 am    Post subject: Reply with quote  Mark this post and the followings unread

DAMN...just DAMN..you are awesome shp maker man!!

Any chance of you making some of the other mechs of the Repudlic, Condeferation, Trade federation ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 04, 2007 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont know any mech of them. do you have pictures?
I only made those two because they are that well known, i had movie scenes as a draft and i like them too.
Because i dont want to make a SW mod, i dont planned to do more mechs from sw. But if you know a good looking one that fits in TS as well, why not.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Thu Jan 04, 2007 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread




AT-PT.jpg
 Description:
AT-PT
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AT-PT.jpg



at-te.jpg
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AT-TE
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at-te.jpg



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Gaffel
AA Infantry


Joined: 27 Mar 2006

PostPosted: Fri Jan 05, 2007 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae plz if you make an other mech make them in ra2 size first and a ts version(smaller)

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Fri Jan 05, 2007 8:27 am    Post subject: Reply with quote  Mark this post and the followings unread

That AT-TE looks better than Mammoth Mk2 imho.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jan 05, 2007 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gaffel wrote:
Lin Kuei Ominae plz if you make an other mech make them in ra2 size first and a ts version(smaller)

i dont like ra2. its so old school, childish and cartoonish. TS has a much better style, even if it has some major deficits with the engine compared to the ra2 engine.
thats why all my units are for (and ever will be for) TS.
But if there is a Total conversion that really replaces all stuff from ra2 with TS things, i'll make some for ra2 too. But since the engine from ra2 doesn't really support a TC to TS i will go on making units for TS.
Gosho wrote:
That AT-TE looks better than Mammoth Mk2 imho.

but wouldn't it be better to have it as a vxl? My ATAT really has some major problems due to the fact that it is shp. Because you only have 8 different directions it looks sometimes to jerky while turning or firing on a unit. Another problem is the FireFLH starting point for projectiles, that is off soon as the unit fires in a different direction than the 8 directions.
Thats why i think someone else should do this as a vxl. Including my ATAT.
btw. is that big cannon on top of the AT-TE a turret? and what does the TE stand for
ATAT=All Terrain Armored Transport afaik
ATST=All Terrain Scout Transport
ATPT=All Terrain Personal Transport
oh, and no i wont do the ATPT. its only a small ATST with nothing special. There is the AT-TE much more worth a thought.

\EDIT oh i see. TE-Tactical Enforcer

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Fri Jan 05, 2007 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, if you're willing to make it as a vxl, I won't complain. It'll be very cool to see GDI and Nod along side some classic SW units Very Happy

Quote:
i dont like ra2. its so old school, childish and cartoonish. TS has a much better style, even if it has some major deficits with the engine compared to the ra2 engine.
thats why all my units are for (and ever will be for) TS.
But if there is a Total conversion that really replaces all stuff from ra2 with TS things, i'll make some for ra2 too. But since the engine from ra2 doesn't really support a TC to TS i will go on making units for TS.


RA2 and TS have the same engine. And RA2's version is updated. Plus, you can easily get all the effects from TS into it. Just make darker vision, get new, less cartoonyer buildings and a creepy music. And Voila! I really think you should do some RA2 stuff, if you feel like it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jan 05, 2007 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gosho wrote:
Well, if you're willing to make it as a vxl, I won't complain. It'll be very cool to see GDI and Nod along side some classic SW units Very Happy

i dont wanted to say i would do them. I wanted someone else do these as a vxl. Very Happy

Gosho wrote:
RA2 and TS have the same engine. And RA2's version is updated. Plus, you can easily get all the effects from TS into it. Just make darker vision, get new, less cartoonyer buildings and a creepy music. And Voila! I really think you should do some RA2 stuff, if you feel like it.

afaik you cant have a Firestorm defense, Ion cannon, cluster missiles and for sure some other stuff in RA2. And these are really needed for a full TS feeling.
btw am i the only one who thinks, that the maps in RA2 are simple and loveless styled? No stones, no different ground like rough earth, always simple green ground between simple gray pavement. Ok they are often city maps but that doesn't means all trees have to be the same, and ordered in a simple line beside the street.

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Gaffel
AA Infantry


Joined: 27 Mar 2006

PostPosted: Sun Jan 07, 2007 12:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

i dont like ra2. its so old school, childish and cartoonish. TS has a much better style, even if it has some major deficits with the engine compared to the ra2 engine.
thats why all my units are for (and ever will be for) TS.
But if there is a Total conversion that really replaces all stuff from ra2 with TS things, i'll make some for ra2 too. But since the engine from ra2 doesn't really support a TC to TS i will go on making units for TS.


oh comeone, they are so nice i want to use them Smile
You may hate RA2 but do it anyway Smile ,it is not harder or dont take any extra time if you made a larger version and then resize for a TS verion, they almost use same palette and with RP can it be changed. PLZ Neutral

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Gaffel
AA Infantry


Joined: 27 Mar 2006

PostPosted: Sun Jan 07, 2007 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Gaffel wrote:
Lin Kuei Ominae wrote:

i dont like ra2. its so old school, childish and cartoonish. TS has a much better style, even if it has some major deficits with the engine compared to the ra2 engine.
thats why all my units are for (and ever will be for) TS.
But if there is a Total conversion that really replaces all stuff from ra2 with TS things, i'll make some for ra2 too. But since the engine from ra2 doesn't really support a TC to TS i will go on making units for TS.


oh comeone, they are so nice i want to use them Smile
You may hate RA2 but do it anyway please Smile ,it is not harder or dont take any extra time if you made a larger version and then resize for a TS verion, they almost use same palette and with RP can it be changed. PLZ Neutral

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sun Jan 07, 2007 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
afaik you cant have a Firestorm defense, Ion cannon, cluster missiles and for sure some other stuff in RA2. And these are really needed for a full TS feeling.
btw am i the only one who thinks, that the maps in RA2 are simple and loveless styled? No stones, no different ground like rough earth, always simple green ground between simple gray pavement. Ok they are often city maps but that doesn't means all trees have to be the same, and ordered in a simple line beside the street.


You're right, FS Generator is impossible. Hunter Seeker, deformable terrain and veins are also not possible in RA2. But everything else is - Ion Cannon, Cluster missile, Chem Missile (similair) and many other TS stuff. Plus, the terrain can always be edited/replaced.

Besides, YR has something ever so cool - Rock Patch!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jan 07, 2007 11:59 am    Post subject: Reply with quote  Mark this post and the followings unread

and those are really important for a true TS feeling. Even if the hunter seeker could be made as a fake with slightly the same functionality.(building with long range weapon)
btw, how much bigger are Ra2 units compared to TS? Isn't my ATAT big enough?

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Oshog
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Joined: 02 Sep 2005
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PostPosted: Sun Jan 07, 2007 12:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

30% bigger or something close.

A fake Hunter Seeker - I have no idea how could it be done. Maybe future RP editions will give us the needed code.

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Gaffel
AA Infantry


Joined: 27 Mar 2006

PostPosted: Sun Jan 07, 2007 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes, as Gosho said, about 30% bigger
I tested your ATAT in YR and it was to small Sad
If you have played Allieds Revenge there is a mech that looks little like ATAT but mutch larger, thats is the size
(There was no problem at all with the colours)

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Jan 07, 2007 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

To be precise its 25% bigger than TS stuff Wink

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Wed Jan 10, 2007 4:15 am    Post subject: Reply with quote  Mark this post and the followings unread

There IS a problem with the Death anim... this is the animation of the way it fell when its legs got tied together.

I think it'd be much better to make the death anim like the scene where Luke plants a bomb in that other AT-AT. You know... you see something explode inside, and then it falls to the side.
Middle of this vid:
http://www.youtube.com/watch?v=X05L73Vt2_o


Though I personally think the exploding 'head' is way over the top. I'd personally prefer seeing something seriously explode in the side, then the legs giving up and then the whole thing falling to the other side.

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-tr8er8-
Rocket Cyborg


Joined: 16 Sep 2006
Location: USA

PostPosted: Wed Jan 10, 2007 6:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Exactly! Im not the only one who thinks the death anim is bland.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 10, 2007 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Nyerguds wrote:
I think it'd be much better to make the death anim like the scene where Luke plants a bomb in that other AT-AT. You know... you see something explode inside, and then it falls to the side.

and how do you want to see anything explode inside or more under the unit, if C&C supports only a view from above? Wink

And in which direction should it fall? N,NE,E,SE,S,SW,W,NW? Any idea?
It already looks weird that it always turns to SW direction and then falls forward, even if it stood NE before.
Unfortunately TS supports only one direction for the deathanim. Sad
btw Does RA2 supports deathanims at all?

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sun Jan 14, 2007 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, take the start frame of the current death anim, and from there on, make it fall towards the upper left corner. So from the unit's point of view, it falls to its right.

Lin Kuei Ominae wrote:
and how do you want to see anything explode inside or more under the unit, if C&C supports only a view from above? Wink

See, THAT's why I added THIS:
Nyerguds wrote:
I'd personally prefer seeing something seriously explode in the side, then the legs giving up and then the whole thing falling to the other side.

So, just something exploding out of the side where you see it.



ATAT.png
 Description:
I hope this makes it more clear...
 Filesize:  7.33 KB
 Viewed:  43811 Time(s)

ATAT.png



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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sat Apr 15, 2017 12:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for the necro, but with the current Ares, most TS features are supported in RA2,practically all.

And with OpenRA all will be. Most are already there + huge customization (but harder to code unfortunately)

Anyways, my point is...

Will we ever see larger sized version of LKO SHPs?

Since you won't release the 3DS models (or so you said one day), the only way we could do it is you re-rendering them for a different size...

(Plus OpenRA supports custom sizes for map cells, isometric can be arbitrarely big)

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