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Ultra Build v0.1
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Shur
Disk Thrower


Joined: 10 Jun 2006
Location: Cybertron

PostPosted: Sat May 12, 2007 4:49 pm    Post subject:  Ultra Build v0.1
Subject description: Script for 3dsmax
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I represent last version of a script for 3dsmax, versions 7, 7.5 and 8 (CnC TS, RA2 Build v1.1) - Ultra Build v0.1

Max the Script for creation of buildings and units for TS and RA2YR. In it there are adjustments: two sources of illumination + a shadow, the camera of an isometry with the fixed distance for TS and RA2YR, a mode of an isometry, background TS and RA2YR, adjustment of a grid. In the following version rendering in a format shp (ts) and loading of the necessary palette on 256 colors is possible.

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Last edited by Shur on Sun May 13, 2007 5:32 pm; edited 1 time in total

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat May 12, 2007 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

any result previews?

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sun May 13, 2007 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

can it handle animations as well? would you mind making it work for many other games as well by having different preset camera angles and lighting angles etc?

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Shur
Disk Thrower


Joined: 10 Jun 2006
Location: Cybertron

PostPosted: Sun May 13, 2007 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Jabberwoky aka Gangster wrote:
any result previews?


is on my site http://7st.xost.ru/

ViPr wrote:
can it handle animations as well? would you mind making it work for many other games as well by having different preset camera angles and lighting angles etc?


Render animations works standardly in 3dsmax. Basically I can make lighting and cameras of foreshortenings for many games, which on the basis of 2d.

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sun May 13, 2007 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sweet. Definately going to give this a try.

thanks.

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Shur
Disk Thrower


Joined: 10 Jun 2006
Location: Cybertron

PostPosted: Sun May 13, 2007 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Offer me the ideas on improvement of a script, can I can make something necessary for you.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Thu May 17, 2007 7:44 am    Post subject: Reply with quote  Mark this post and the followings unread

well we have one guy who used to work as a programmer for this community but he got frustrated with the limitations of the Westwood engines so he decided to move to another engine. there are others here also that have decided to make their own engines. these engines still all need 2d sprites (and 2d sprites are better than 3d models in many ways) but they use different light angles, camera angles, picture formats etc. one of the main obstacles that is killing enthusiasm for these engines is that it is too much of a pain prerendering all the sprites because nobody was making a script to do it all automatically.

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Shur
Disk Thrower


Joined: 10 Jun 2006
Location: Cybertron

PostPosted: Thu May 17, 2007 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nevertheless, it is possible to make the similar engine with many opportunities. Westwood have made a greater mistake, they used a color palette 256, that thus quality of a picture and animation very bad. Other studios use other format - TGA with an alpha the channel that gives more better quality. In the script I wish to make very convenient and functional, that is automatic that it has simplified work with graphic files.

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