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APU [RA2/TS]
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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Mon Oct 01, 2012 12:12 pm    Post subject:  APU [RA2/TS]
Subject description: Since its ppm's Birthday
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Since its ppm's birthday so here is my Present to ppm!
it needs a cameo and ingame screenshot. Can somebody be kind enough to do that?
it has two versions, RA2 size with transparent shadows (they can be easily converted to vanilla RA2 shadows in Shp Builder) and TS size with TS like shadows.
ENJOY!

\EDIT
LKO: 3d model released here.



apu_cameo.png
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i lack cameo making skills
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apu_cameo.png



apu.rar
 Description:
includes the sequence

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 Filename:  apu.rar
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 01, 2012 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

really great work
I allow myself to spotlight this in a flash. Very Happy

However there are still a few minor things which can be improved
-the muzzle flash should use the last 16 colors of the palette which are always rendered in normal brightness and makes them glow nicely on darker maps
-the deathanims could be for all 8 facings, so the unit doesn't jumps to it's death facing, but dies according to the current standing position. (e.g. when facing north it wouldn't jump to southwest to then play the deathanim)
-a little bit more remap would be nice (especially on the back)

Another nice enhancement would be a crawl anim, though in this case you give it a limping anim and then use Cyborg=yes in rules.ini. This way the unit even has a damaged-walkanim.
You could also give it a simple slow-walk anim while the main anim keeps looking like a running unit.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Oct 01, 2012 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
the muzzle flash should use the last 16 colors of the palette


These are pink in RA2 unitem.pal, if I recall correctly.

Graphically this is very impressive, but being so nitpicky I have to complain about the fully-exposed driver. You could just kill him with a pistol #Tongue

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Nuke Atty
Cyborg Soldier


Joined: 07 May 2012
Location: Chungking,China

PostPosted: Mon Oct 01, 2012 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Amazingly Nice!

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Mon Oct 01, 2012 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is amazingly sexy. I feel the need to think up a new unit for my mod just to put this SHP into it Smile

Here's a quick GDI edit I made out of this.



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gdiguy.png



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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Oct 01, 2012 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was gonna say that it was already in GDI Colors... until I noticed you edited the pilot. Laughing

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Oct 01, 2012 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would it be too much to ask for a 3D model of this? Preferrably with all of the animations. Only asking because that way it would be far more easier to recolor it to match what I would like to use it for #Tongue. Could do a cameo for public use in exchange.

But yeah, no need to emphasis more that this is some epic stuff.

Crimsonum wrote:
These are pink in RA2 unitem.pal, if I recall correctly.


Nah, they're not. They work just fine, in the fashion LKO said too.

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Hassan_2030
Cyborg Cannon


Joined: 26 Feb 2010
Location: Inside my temple in Cairo.

PostPosted: Mon Oct 01, 2012 5:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have made a small sequence edit too, to us it as a direct replacement for the
GDI wolverine (as light vehicle) together with the other mech on this screen,
in my mod!



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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Mon Oct 01, 2012 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, talk about a cascade of creativity...

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Oct 01, 2012 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cameo time. There's also a PSD file in the zip, where the soldier is one layer and sky, shadow & BG are one. Might help if someone wants a different background, or to recolor/edit the soldier.



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apuicon_psd.zip
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MadCat75
Medic


Joined: 23 Jan 2012
Location: Mary Esther, Florida

PostPosted: Mon Oct 01, 2012 9:44 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Very impressive.......i'm gonna snag this for my new RA2 mod. A strength enhancing exoskeleton Very Happy

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Oct 01, 2012 10:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Marvelous!

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Mon Oct 01, 2012 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh damn nice !! err since you released it may have this model please would like to see how rigs work because i dont have a single idea Confused besides no one would like to read a long boring manual and to use it for my mod #Tongue

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Oct 02, 2012 2:48 am    Post subject: Reply with quote  Mark this post and the followings unread

For the Vehicle Version it might be a nifty little touch up to instead maybe make it explode. And use FlameGuy as one of his animations. Laughing

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Tue Oct 02, 2012 6:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I love you man. That is sweet! Though the back is rather plain...

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Rollegg
Vehicle Driver


Joined: 04 Oct 2012
Location: China

PostPosted: Fri Oct 05, 2012 11:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Very good
I like it

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Oct 06, 2012 3:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Yaaay! Dreadknight!

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Oct 06, 2012 7:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Just gonna be nitpicky... but why was your Tesla Trooper suffering from Anti-Alias Syndrome while this one didn't? Razz

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sat Oct 06, 2012 8:54 am    Post subject: Reply with quote  Mark this post and the followings unread

i removed the background plane while rendering this and i had "AA against background" off too, which i didnt do with the tesla trooper #Tongue

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Oct 06, 2012 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Yaaay! Dreadknight!

It's way too small for that #Tongue

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sat Oct 06, 2012 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

What about if we put a Grey Knight in his Terminator armour (enclosed APU), and put him in his Terminator armour in a mech (Dreadknight)?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Oct 06, 2012 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sat Oct 06, 2012 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, There's a difference between Tactical Dreadnought armour (Terminator armour) and a normal Dreadnought.

And the Dreadknight mech itself is also different from the Dreadnought.

40k likes to overcomplicate things, like a good 2000AD derived story should.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Oct 06, 2012 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

The conversion would be simple to do tho. Maybe later I will do those. I have experience and even palettes aimed for these stuff.

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Sun Oct 07, 2012 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Funny how within a day, there were 3-4 SHP edits of this one, all of them good.

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Mon Oct 15, 2012 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here's the GDI edit I made out of this.

Tried to do some sort of cameo that sits in with the default Westwood ones.



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gdiheavy.rar
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Download
 Filename:  gdiheavy.rar
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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Mon Nov 26, 2012 11:46 pm    Post subject: Phantasm models Reply with quote  Mark this post and the followings unread

thanks very much..to LKO..
I am so jealous to these talented peopels. Any tutorial how to animate them from..say 3ds format into shp sequence..? I have download some free 3d characters like:

http://www.artist-3d.com/free_3d_models/uploads/masterchief2.zip

I have gmax and some free 3d modellers..

My dream actually was to convert my most favored Kane Wrath's Redeemer into TS shp format, complete with all necessary sequence.. oh boy.. it's haunting me for months of how to do that.

Or.. may be someone already do that...? Smile

I really like mech/walker/robotic units but not 'the too humanoid' models..

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Nov 27, 2012 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

i dont know much about gmax. sorry
but animations can be done with bones and/or IK.

the soldier inside the APU is a single mesh and uses bones and IK for animations, whereas, the APU is made of lots of separate meshes using IK (no bones needed).

as for the 3d model. i'll upload it here at ppm if i manage to bring its size down to 8 MB. currently its 18 MB zipped. any help regarding this will be greatly appreciated.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Nov 27, 2012 9:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I suppose in theory you could use 7-Zip to compress the scene files into an archive using more powerful compression algorithm than basic deflate compression, namely LZMA. It should allow you to use it with zip archives too if I recall correctly. The problem with this approach is, that some programs might have problems decompressing LZMA zips. That, and I am not sure how effective it is on 3dsmax scene files. It probably wouldn't reduce size of texture (JPG/PNG) files at all, though.

Uploading the file somewhere else instead of putting it here as an attachment is probably more viable option, however.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 27, 2012 10:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I wonder why it's that huge in the first place. 18MB zipped is gigantic.
Outgoing from the picture, the model is quite low detailed and consists mainly out of primitives. Only the soldier is a bit more detailed due to many round surfaces, but i doubt it has more than 100.000 polygons.
IK and HI solver, bones and other helpers don't take much space too and can be even quite well compressed when using zip on the max file.

So the only thing that can raise that much the size are ridiculously huge textures. Something along 2000x1000 uncompressed bitmaps. Though normally 3dsmax only links to them and not includes them in the max file.

If it's 18MB zipped, the max must be around 25-40MB big. A model of that size has to have more than 30-60 million polygons.
However the APU in the first picture can be done with less than 200.000 Polygons.

Unless you did 1000 copies of the model, one for each little frame, i have no clue how you achieved such a big max-file.

For comparison:
that photorealistic APU is only 8MB when zipped (31MB the max file)

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X-Mech Calendar (28 Mechs for GDI and Nod)
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Nov 27, 2012 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
Well I suppose in theory you could use 7-Zip to compress the scene files into an archive using more powerful compression algorithm than basic deflate compression, namely LZMA. It should allow you to use it with zip archives too if I recall correctly. The problem with this approach is, that some programs might have problems decompressing LZMA zips. That, and I am not sure how effective it is on 3dsmax scene files. It probably wouldn't reduce size of texture (JPG/PNG) files at all, though.

Uploading the file somewhere else instead of putting it here as an attachment is probably more viable option, however.


7Zip already uses LZMA2 in 7zs. Usual LZMA zips fail to open within WinRAR (Total Commander and WinZip can handle them well, even XP too IIRC) shown by Nikademis a year ago or more when I used that.

also, since I know how ImP models.... I simply just assume these are just that big polygons. #Tongue

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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Wed Nov 28, 2012 11:46 am    Post subject:  Splitting 18 MB file Reply with quote  Mark this post and the followings unread

How about splitting that 18 MB file into, say, 6 files (each about 3 MB)..Before uploading them, make sure you check all of them by recombine them back and see if everything still intact..

Sorry if this request sounds too much.. Smile

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Wed Nov 28, 2012 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Winrar can split files to however big you want, no recombining necessary.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Wed Dec 05, 2012 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

this looks so good

any chance you'd make zone trooper (from C&C 3) with about same size
for both ra2 and ts ?

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Wed Dec 05, 2012 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

the zone trooper could be simply converted to an shp because it already is quite detailed thanks to the texture.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Wed Dec 05, 2012 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

well me being noob in this things Very Happy
and probably not only one #Tongue

some good soul for that is needed Very Happy

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how did we end up here ?

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Thu Dec 06, 2012 7:54 am    Post subject: Reply with quote  Mark this post and the followings unread

i dont come in the "good soul" category so goodluck #Tongue

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sat Dec 08, 2012 6:22 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't blame you
I envy you tho Very Happy

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seregawolf
Civilian


Joined: 07 Jul 2014
Location: Russia

PostPosted: Thu Jul 17, 2014 10:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Good

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Small especially
Civilian


Joined: 27 Jul 2015

PostPosted: Mon Jul 27, 2015 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hello, is this your picture in the infantry material can give I use?I'm doing my MOD sought-after infantry material yuri's revenge.If you can please send me email 1159580226 @qq.com.If not sent, can you give me a file download link.Thank you very much!!!!!I am a Chinese, English is not good.Use translation software translation.Probably mean can see... Very Happy



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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Mon Jul 27, 2015 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Most of those infantry units were created for Mental Omega, so no.

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Mon Jul 27, 2015 4:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wait is this is used as the railgun commando in TI?

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Mon Jul 27, 2015 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes.

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Mon Jul 27, 2015 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought so thank you.

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