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Official Red Alert 2 Infantry Models
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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Thu Aug 28, 2014 3:41 pm    Post subject:  Official Red Alert 2 Infantry Models
Subject description: AND BATCH PROCESSING n SHP CONVERTION TOOL
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WWs Infantry models. Nuff said
Note, there are missing models that i don't have and textures, as well as lighting and cameras because those were XRef objects and i don't have them, unfreeze everything and delete the xref objects or remake them since the camera and lighting positions still exist.
The models are rigged, but the bone animations were once again xref files and i don't have those.

Westwood used in Debabelizer to process the renders(http://www.equilibrium.com/debabelizer/) and kinda just like us rendered separate shadow, AA, no AA versions except this tool processed them in batch not without manual interaction if possible.

Additionally there the SHP convertion tool to convert pcx to shp in the results folder of the batch_processor folder

Where did I get these?
A Allied Spy gave them to me!



RA2_INF_MAX_n_Tools.zip
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Aug 28, 2014 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shame about the xref files, they could have been a great way to make different theater versions by changing the skin and re-rendering.

I might have a go at animating a few sometime, I've always wanted to see the sniper walking upright instead of hunched over.

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Last edited by Mig Eater on Thu Aug 28, 2014 5:01 pm; edited 2 times in total

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Aug 28, 2014 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread


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RatsInTheWalls
Rocket Infantry


Joined: 14 Jul 2014
Location: Where the fields are green

PostPosted: Thu Aug 28, 2014 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hahahah, who knew Crazy Ivan had a goatee?

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Regulus
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Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Thu Aug 28, 2014 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

My hunches were right. I knew they were bubbled out like that. That's basically how TSAE has created its infantry environment. Do they use biped object tags or a custom bone set like C&C generals did? We could easily throw together an animation library for either animation type.

Darn. They were using Biped, but the conversion destroyed the biped information.

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Thu Aug 28, 2014 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

if they are not a single mesh/object then you dont need bones for animating.

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Regulus
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Joined: 16 Feb 2008
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PostPosted: Thu Aug 28, 2014 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

No you don't, but you can easily transfer animations from one model to another using bones and key frames/bipfiles with significant ease, even if they aren't a single unified mesh. Not to mention using bones significantly reduces potential squash errors when multiple mesh objects are linked. Bones and Bipeds make animation a lot more simple and a lot more versatile.

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Orac
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Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Aug 28, 2014 10:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm speechless.  How.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Aug 28, 2014 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm impressed, if this is really true!

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Plokite_Wolf
Light Infantry


Joined: 07 May 2011
Location: Split, Croatia

PostPosted: Thu Aug 28, 2014 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is INSANE.

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Thu Aug 28, 2014 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll be honest.

I am not that surprised. Considering this guy has already pulled out miracles regarding development of RA2 - I would be surprised if someone else would have pulled this out.

It's indeed a headscratcher tho, I agree with you on that.

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EVA-251
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Also Known As: evanb90
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PostPosted: Thu Aug 28, 2014 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is absolutely incredible.

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Zero18
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Joined: 10 Dec 2012
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PostPosted: Fri Aug 29, 2014 12:25 am    Post subject: Reply with quote  Mark this post and the followings unread


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Nikademis Von Hisson
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PostPosted: Fri Aug 29, 2014 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread

holy shit, i see oblama

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Fri Aug 29, 2014 6:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Any chance someone will upload a Wetsuit SEAL now? As in the same version of it when in the water except its using the graphics on land as well. Would be great for a frogman Soldier.

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Fri Aug 29, 2014 7:41 am    Post subject: Reply with quote  Mark this post and the followings unread

tomsons26lv wrote:

Where did I get these?
A Allied Spy gave them to me!

We wanna know how you got these old crappy awesome rare models!

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What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Blade
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Joined: 23 Dec 2003

PostPosted: Fri Aug 29, 2014 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice, its a shame yuri prime isn't in there, we could have fixed his missing anim properly.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Fri Aug 29, 2014 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

They don't even use morphing meshes. Maybe it was because they thought that they may decide to turn them into voxels at some point, or maybe the 3D modelling tools were not very good at that time.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Aug 29, 2014 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Blade wrote:
Nice, its a shame yuri prime isn't in there, we could have fixed his missing anim properly.


Should be doable with the Yuri Model. Just re-rig his animations/skeleton whatever you 3D guys call it.

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Exley
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PostPosted: Fri Aug 29, 2014 10:51 am    Post subject: Reply with quote  Mark this post and the followings unread

WOW indeed

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Fri Aug 29, 2014 12:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:

Should be doable with the Yuri Model. Just re-rig his animations/skeleton whatever you 3D guys call it.


Is that yuri? I was thinking it was the psi-commando. Personally I'm looking forward to the first ivan bombing chrono monkeys.

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Fri Aug 29, 2014 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

These models might have been mady by Orion Nebula Studios.

It is mentioned in the file missing path. The only doubt is that they say they have been founded in 2008.

If that's the case, may be someone could contact them.

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What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Fri Aug 29, 2014 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
I'm impressed, if this is really true!


This is very much true, and the shapeset.exe tool is an official tool.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Aug 29, 2014 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Waitwhat, these are THE original models the RA2 inf SHPs are created from?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 29, 2014 5:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, this is very informative.
Already the fact that they used a bad fake lighting consisting of a simple spot and 4 additional simple omni lights is very interesting.
No wonder infantry look that simple shaded and wrong lighted compared to other SHPs.

Also interesting that they used the default Biped to animate the model.


However the biggest question is still: How the hell do they have been found after such a long time?
Does WW/EA know that these are public?
Are there perhaps more models where they come from?

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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Fri Aug 29, 2014 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Shame about the xref files, they could have been a great way to make different theater versions by changing the skin and re-rendering.

I might have a go at animating a few sometime, I've always wanted to see the sniper walking upright instead of hunched over.

I managed to restore them,the xrefs contained all the position and rotation info and the camera is in the Parachute max.
There are 2 xrefs, one is of the beta lighting setup and the second is the final setup with the topdown shadow, i managed to restore the beta setup to near perfection

The Parachute still uses beta lighting
original SHP <> rendering
The final setup is a lot more trickier since there are no big models using it
However i need someone who can remake a accurate anims of at least the Conscript so i can compare how the lighting interacts with the model VS what's in the shp.

Blade wrote:
Atomic_Noodles wrote:

Should be doable with the Yuri Model. Just re-rig his animations/skeleton whatever you 3D guys call it.

Is that yuri? I was thinking it was the psi-commando. Personally I'm looking forward to the first ivan bombing chrono monkeys.

That's the PSI Trooper, not even the Commando. But i checked, the PSI trooper is just a Yuri model with different materials, was able to almost restore it aside from a darker colored coat.

Parasite03 wrote:
These models might have been mady by Orion Nebula Studios.
It is mentioned in the file missing path. The only doubt is that they say they have been founded in 2008.
If that's the case, may be someone could contact them.

Their not, they were made by WW artists, if WW really contracted Nebula Studios then that would be for the FMV's that had a heavy CPU requirement to render. The missing textures refer to missing terrain textures apparently made by T.J. Frame, that were only used as a environment map, which was only used when rendering the cameos. And the file directories clearly say they had a shared server where the shared art assets were stored.
Dutchygamer wrote:
Waitwhat, these are THE original models the RA2 inf SHPs are created from?

Mhm.

Lin Kuei Ominae wrote:
Wow, this is very informative.
Already the fact that they used a bad fake lighting consisting of a simple spot and 4 additional simple omni lights is very interesting.
No wonder infantry look that simple shaded and wrong lighted compared to other SHPs.
Also interesting that they used the default Biped to animate the model.
However the biggest question is still: How the hell do they have been found after such a long time?
Does WW/EA know that these are public?

What would you call real and good lighting then. They did what they could at the time at the same time making sure it can be rendered in a certain timeframe since they were on a deadline you know.
Lin Kuei Ominae wrote:
Are there perhaps more models where they come from?

Not really.
If you are looking for proof on authenticity can't really provide anything aside from what's in the max files, the fact the output of parachute max even if rendered without proper lighting is exactly the same as it's ingame as far as pixels textures go,
besides that they are saved with 3D Studio Max 3 and 3.1 and are really small in max file size, if they would be re-saved with a newer version they would grow to over 1 MB size

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Fri Aug 29, 2014 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome that you've amanged to restore the lightning, totaion and camera. Adding animations to this would make for a perfect infantry remake.

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What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Ickus
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Joined: 25 Nov 2002
Location: @__@

PostPosted: Fri Aug 29, 2014 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Laughing  Wow, these are a amusing and interesting. It sure does raise some questions, but indeed thanks!

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Plokite_Wolf
Light Infantry


Joined: 07 May 2011
Location: Split, Croatia

PostPosted: Fri Aug 29, 2014 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

tomsons26lv wrote:
Their not, they were made by WW artists, if WW really contracted Nebula Studios then that would be for the FMV's that had a heavy CPU requirement to render.
Nah, Westwood pretty much rendered on its own. In the 1996 feature on the Bravo TV station, they showed their rendering farm with 50 Pentium 90-s with 128 MB RAM.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 29, 2014 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

tomsons26lv wrote:
What would you call real and good lighting then. They did what they could at the time at the same time making sure it can be rendered in a certain timeframe since they were on a deadline you know.

I think even back then 3ds max 3 had a directional light. Many buildings at least seem to use such a light source with parallel light beams.
In addition is it performance wise better and also easier to use only 2 light sources: one omni light with "ambient only" for the basic brightness in shadowed areas and a directional/spot light for the lighting coming from southwest.


Thank you very much anyway for giving us such a nice view into the work of WW.

\Edit
i just noticed, that they use a Biped, but the Biped is afaik a quite new functionality. It wasn't available in 3ds max 6 and was only introduced after that (3ds max 9 has it)
So i wonder how these 3ds max 3 files can have a feature, that didn't even exist back then. Confused

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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Fri Aug 29, 2014 10:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
tomsons26lv wrote:
What would you call real and good lighting then. They did what they could at the time at the same time making sure it can be rendered in a certain timeframe since they were on a deadline you know.

I think even back then 3ds max 3 had a directional light. Many buildings at least seem to use such a light source with parallel light beams.
In addition is it performance wise better and also easier to use only 2 light sources: one omni light with "ambient only" for the basic brightness in shadowed areas and a directional/spot light for the lighting coming from southwest.


Thank you very much anyway for giving us such a nice view into the work of WW.

\Edit
i just noticed, that they use a Biped, but the Biped is afaik a quite new functionality. It wasn't available in 3ds max 6 and was only introduced after that (3ds max 9 has it)
So i wonder how these 3ds max 3 files can have a feature, that didn't even exist back then. Confused

Since it says 3D studio Max 3 not 3D studio 3 then its 3D Studio MAX R3
http://en.wikipedia.org/wiki/Autodesk_3ds_Max
Character Studio, according to that its has been a part of 3DS since 1994
http://www.thefreelibrary.com/Autodesk+Previews+Biped+%22Super+Plug-In%22+for+3D+Studio+MAX%3b+First...-a017118561

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deathreaperz_lazytologin
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PostPosted: Sun Sep 07, 2014 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

WOW! i didn't be expected to see this! They are REALLY RA2 models! Unfortunately there isn't animations on them :'(

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Quiet
Vehicle Drone


Joined: 08 Oct 2014
Location: UK

PostPosted: Sun May 08, 2016 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could someone convert these into a format that Blender ( or any other program for that matter ) can open , please ?

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Mechacaseal
AA Infantry


Joined: 29 Aug 2015

PostPosted: Fri May 13, 2016 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quiet wrote:
Could someone convert these into a format that Blender ( or any other program for that matter ) can open , please ?


why? these models are shit and useless.  Very Happy

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat May 14, 2016 12:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Right so being able to use the original models to "Add" new animations to some infantry isn't gonna be useful...

Can use it to add New Animations to the existing ones like giving the Spy a Pistol Attack and the Crazy Ivan throwing his dynamite (If people are still into turning Ivan into grenadiers)

Giving proper Swim Animations for the Attack Dogs as well.

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kenosis
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Joined: 19 Aug 2009
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PostPosted: Sat May 14, 2016 4:26 am    Post subject: Reply with quote  Mark this post and the followings unread

actually it can be rigged with ra3 bones and thus use their animation.



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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Mon May 16, 2016 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
why? these models are shit and useless.  Very Happy



hahahaha indeed...


-good job Kenosis!

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G-E
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Joined: 09 Feb 2015

PostPosted: Mon May 16, 2016 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you telling me Conscripts don't have to be lazy buggers? haha

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A guy2
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PostPosted: Mon Jun 25, 2018 10:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Quote:
What would you call real and good lighting then. They did what they could at the time at the same time making sure it can be rendered in a certain timeframe since they were on a deadline you know.


I think even back then 3ds max 3 had a directional light. Many buildings at least seem to use such a light source with parallel light beams.
In addition is it performance wise better and also easier to use only 2 light sources: one omni light with "ambient only" for the basic brightness in shadowed areas and a directional/spot light for the lighting coming from southwest.


LKO, do you realize you are probably talking with the guy responsible for the "ugly lights" in the first place? There's good chances this is a WW employee which was working on this area...

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DonutArnold
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Joined: 18 Jan 2005
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PostPosted: Thu Apr 08, 2021 7:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Quiet wrote:
Could someone convert these into a format that Blender ( or any other program for that matter ) can open , please ?

Bump

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4StarGeneral
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PostPosted: Thu Apr 08, 2021 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Converted into a single 150MB .blend file with a million copies of each material or a single 75MB .blend with some units missing materials (they're all there, but the 150MB is because blender will crash if trying to remap users on that many materials so I had to just delete the copies. So any infantry using the copy is now untextured.)

EDIT: added the parachute with fixed animation



parachute_fixed.7z
 Description:
Fixed parachute animation.

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 Filename:  parachute_fixed.7z
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WW_RA2_Infantry_150.7z
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150MB file

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 Filename:  WW_RA2_Infantry_150.7z
 Filesize:  5.95 MB
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WW_RA2_Infantry_75.7z
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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Apr 09, 2021 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

how much time did you need for that?

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Fri Apr 09, 2021 7:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, 4SG!

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Apr 09, 2021 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

@MasterHaosis - probably a couple hours, not really sure, I did it off and on between other things for awhile.

@DA - No problem!

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Musketmarine
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Joined: 14 Feb 2020
Location: Texas

PostPosted: Fri Jul 09, 2021 3:28 am    Post subject: Reply with quote  Mark this post and the followings unread

@4StarGeneral
I just wanted to thank you for the blender conversion, they make my life a ton easier, and give plenty of nice insight on how Westwood did things (albeit not as accurate as the Max version).

And it allows me to look into the possibility of remaking the Conscripts from the Statue of Liberty Artwork, and all that jazz when I get bored enough later down the line.

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slye_fox
Vehicle Drone


Joined: 30 Apr 2005
Location: London, UK

PostPosted: Sun Aug 28, 2022 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know this thread is quite old, but I was wondering is any of the missing infantry models were found in the interim.

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