Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jul 07, 2015 9:04 pm Post subject:
Looks funky. I like it. _________________ "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
Napalm is excellent.
The oil explosion looks more like some kind of exploding jet engine due to the thin fast stream upwards (could be useful for an exploding missile silo). But otherwise very cool.
The previous oil explosion looks like it would suit exploding barrels better. I like the small debris on it. _________________ SHP Artist of Twisted Insurrection: Nod buildings
The oil explosion 2 seems more like an underground explosion (add flying sewer cover lol) but it could be snipped of the end cloud to be used for some cool uses.
Though it's not an explosion technically, a flame jet from ground to air would be pretty sweet. ex: See lava jets. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Joined: 07 Mar 2015 Location: Drinking Vodka with Lenin, Stalin and Putin
Posted: Sun Jul 26, 2015 4:21 pm Post subject:
Hey DonutArnold tnx you're one of the only that are still taking requests anyway great job guys like you make the game a life (for sometime) QUICK_EDIT
That's amazing, any chance I can get something similar but bigger to use as an impact animation. Actually, just a larger version of that animation would suffice. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Tue Dec 01, 2015 6:19 am Post subject:
The improvements with each iteration of your nuke render are impressive. Could we expect a super-sized version, like you did for the last one?
Either way, great work. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Dec 01, 2015 9:45 pm Post subject:
DonutArnold wrote:
Rejected flame stream:
Could this come 32 faced? _________________ "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)
=======================
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
Does Ares support 32 faced BehavesLike=Fire particles?
What about the special mirroring-logic that is applied to this? The SHP has only N, NW, W, SW and S, SE, E, NE are mirrored by the engine from the other facings.
So to keep the same logic, Ares would have to support a 16 facing SHP, where the other 16 facings are mirrored along the center point. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Dec 02, 2015 4:41 pm Post subject:
I so knew the moment I wrote that that you will be the one who will try to prove that it would be useless in your world thereby it must be useless for everyone.
If you haven't realized it on yout own already - I haven't touched YR for half a year now and I don't even plan to. I mod OpenRA whixh does support animated 32-facing projectiles, with related mirroring etc. The Shoebox of Doom in the OpenRA TS mod fires an animated 8-faced "Arcing" projectile right now. _________________ "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)
=======================
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
OpenRA does support animated 32-facing projectiles
Would it have been so hard to write only that, for once keeping your arrogance for yourself!?
@DonutArnorld: really cool animations.
On the Nukes i would only suggest giving the top mushroom part more inner movements. Like fire raising only in the center and then moving outwards and descending there as smoke.
Your oil explosion is showing this fine
You can see how the heat raises the center, but the colder smoke on the outer border goes down. Thus giving it a nice inner turbulence/twirl. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I suggest slowing down the mushroom cloud relative to the horizontal blast, because the actual detonation is radiative heat from a fixed ground location or a falling aerial location (airburst)...
The bright mushroom should turn into dark smoke and keep rising instead of staying bright the whole way, and only then turning dark when it stops moving. Also the blast should happen quickly while the rest slows down evenly so there's no abrupt halt at the end.
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