Posted: Tue Jul 07, 2015 10:12 pm Post subject:
NOD Templar [TS]
Subject description: My first attempt to make this guy.
Hello, yesterday i started my first try at modelling a templar from c&c renegade as i always wanted to make one. Once i moved it to the shp builder i noticed that my work wasn't bad at all, so i though i should share it, or atleast show it here so i can get some tips on how to improve it a little.
The sequences are for OpenRa, it shouldn't be hard to move it to TS or RA2 as OpenRa is not hard to understant. You can use it on any game or mod as long as it is freeware. Credits would be apreciated.
So, how is it?
Templar new.gif
Description:
Templar 3 Ingame, note that I fixed some dots on the shadow AFTER making this .gif
Filesize:
1.04 MB
Viewed:
8257 Time(s)
templar3.shp
Description:
Changelog.
- Reduced the ammount of blood particles by half on the death anims and the force that moves them aswell. - Re-imported the frames to the RA2 palette to avoid using the terrain tiles (thanks for telling me that). - Re drawed the laser effect u
a few small improvement suggestions:
-the unit uses terrain specific colors (#208-#239) on a few pixel which are brown on temperate but cause white/blue pixel on snow maps
-the effect of the lighting could be a tad stronger, making the southwest side brighter than the northeast side
-the death anim has a lot of blood (maybe even too much) and also some dark pixel which look odd, like debris instead of blood
-the firing anim red muzzle flash should use colors #248 - #250 to glow on dark maps
btw, on the first gif you see a templar getting promoted to veteran. How did you play the anim on it? In TS when a unit is promoted by enough enemy kills, there is no such anim being played.
It stands still so it couldn't have been a picked up veteran crate either. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Jul 08, 2015 10:45 am Post subject:
Look at the harvester, LKO. That, the bounty strings... reread the post. It's a really simple and straightforward answer. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I read OpenRA, but somehow completely ignored it.
Now i also see the small hit numbers raising after a kill. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Bump, I fixed most of the stuff LKO mentioned except the lightning, that goes for the next unit as I would have to re-do this one many times to make it look perfect, I'd rather try that the next time. Thanks for the tips. _________________
First explain me what's your problem man. I just checked the TS sequence logic and unless I messed up the sequence, all you have to do is copy the numbers from the OpenRa sequence into a new one on TS and it should work fine. _________________
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