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[RA2] Some non-standard base defences
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TTFTCUTS
Vehicle Driver


Joined: 27 Sep 2015

PostPosted: Fri Oct 09, 2015 11:26 pm    Post subject:  [RA2] Some non-standard base defences
Subject description: Made for a boss AI but could be useful for other stuff
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Lately I've been working on making a "boss AI" mod which is meant to be fought by 3 or more people at once. (As posted about due to issues in the Ares subforum...)
To add a bit more challenge to assaulting their base and to fix some of their vulnerabilities (looking at you, floating disk), I've come up with some new base defences. Also they have a custom HQ which is based on a kind of satellite uplink. Each one of the three defences are themed after one of the sides, and the HQ is a mix of all three styles.

The graphics aren't finished, so I won't be posting them in the shp forums for a while, but I figured I might as well post them here for critique and stuff.
Only one is in a showable state right now - and it doesn't have any damage or snow frames yet - but I'll update the topic as I get more done.

[Edit: Snow and damage frames for the Chrono Sentinel are now done!]

P.S. this is my first attempt at making any graphics for RA2 Very Happy



sentinel_anim_v2.gif
 Description:
Chrono Sentinel:
Long range tower which has a high power but low ROF legionnaire-type weapon which can only hit aircraft. Keeps working when the power's off thanks to the attached power plant. Meant for getting rid of those pesky UFOs and Kirovs.
 Filesize:  1.45 MB
 Viewed:  6483 Time(s)

sentinel_anim_v2.gif



Last edited by TTFTCUTS on Sat Oct 10, 2015 11:29 pm; edited 2 times in total

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Sat Oct 10, 2015 1:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks like Yuri and Allied building styles had a baby together and that is not a bad thing.

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TTFTCUTS
Vehicle Driver


Joined: 27 Sep 2015

PostPosted: Sat Oct 10, 2015 1:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Yup, the AI has access to all three sides, so it's all a bit mixed up for the special structures. Still, when they're done they might be handy for other projects.

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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Sat Oct 10, 2015 7:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow ,looks good.

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TTFTCUTS
Vehicle Driver


Joined: 27 Sep 2015

PostPosted: Sat Oct 10, 2015 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Updated to add the damaged and snow frames for the Chrono Sentinel. Also this version of the gif has shadows.

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Sun Oct 11, 2015 4:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I assume the boss side is AI only.
Does it you the default buildings from all sides, or does it have units from all sides being built from speacial structures.

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TTFTCUTS
Vehicle Driver


Joined: 27 Sep 2015

PostPosted: Sun Oct 11, 2015 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, though I don't know if it's possible to make it unselectable for anyone but AI. If a human player does choose it, nothing will be buildable (it is now though, for ease of testing).

Copies of the default structures because of AIBasePlanningSide only taking one value.
It has a good portion of all three sides' AI triggers too, plus some extra combos that wouldn't normally be possible, like terrorist and virus IFVs.

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Natit_Titan
Grenadier


Joined: 20 May 2012

PostPosted: Sat Aug 27, 2016 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I need a cemeo of this. Can someone have it????

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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Sat Aug 27, 2016 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

This building shared for using ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Aug 27, 2016 5:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow nice. I haven't seen this before.
Too bad TTFTCUTS seems to be inactive for over a year. This is some excellent and very nice work there. Sad to see such great potential for new SHPs going inactive.

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Damfoos
Rocket Infantry


Joined: 27 Mar 2016

PostPosted: Sat Aug 27, 2016 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, the guy is either very talented or a former WW employe undercover Very Happy The textures look VERY RA2-is, I wonder if they have normal maps to make the flat surfaces don't look flat, or this is simply a good bitmap texture.

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Natit_Titan
Grenadier


Joined: 20 May 2012

PostPosted: Sun Aug 28, 2016 12:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I used pts to cover it into shp Very Happy

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TTFTCUTS
Vehicle Driver


Joined: 27 Sep 2015

PostPosted: Fri Sep 02, 2016 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

BySc wrote:
This building shared for using ?

See attached zip. They're all prefaced "B" because it was a boss variant building in my mod.

artmd.ini entries:
Spoiler (click here to read it):
Code:
[BACHSENT]
Normalized=yes
Remapable=yes
;Cameo=POWRICON
Foundation=2x2
Buildup=BACHSEMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
Height=13
ActiveAnim=BACHSE_A
ActiveAnimDamaged=BACHS_AD
ActiveAnimZAdjust=-200
CanHideThings=True
CanBeHidden=False
OccupyHeight=11
DamageFireOffset0=18,9
DamageFireOffset1=-20,-35
;ActiveAnimPoweredSpecial=true
;ActiveAnimPowered=false
PrimaryFireFLH=0,0,825
SecondaryFireFLH=0,0,825

[BACHSE_A]
Image=BACHSE_A
Layer=ground
NewTheater=yes
LoopStart=0
LoopEnd=15
LoopCount=-1
Rate=120
DemandLoad=true
Shadow=yes

[BACHS_AD]
Image=BACHS_AD
Layer=ground
NewTheater=yes
LoopStart=0
LoopEnd=15
LoopCount=-1
Rate=120
DemandLoad=true
Shadow=yes


Lin Kuei Ominae wrote:
Wow nice. I haven't seen this before.
Too bad TTFTCUTS seems to be inactive for over a year. This is some excellent and very nice work there. Sad to see such great potential for new SHPs going inactive.
I was sad that nobody saw it at the time, but a private message notification email made me come take another look.

Damfoos wrote:
Wow, the guy is either very talented or a former WW employe undercover Very Happy The textures look VERY RA2-is, I wonder if they have normal maps to make the flat surfaces don't look flat, or this is simply a good bitmap texture.
Yup, full suite of materials. Where appropriate they have normal maps. Almost all of them are procedural too, using the 3dsmax generative texture maps. My games art degree might not have gotten me a job but hey, at least I can make pretty pictures... I've attached a couple.

I also made a render effect plugin for max which converts rendered images into the right palette immediately after render so that you can see whether you got the colours right. That helped immensely in testing stuff out.



materials02.png
 Description:
Shiny domes...
 Filesize:  159.7 KB
 Viewed:  5622 Time(s)

materials02.png



yuricrete.png
 Description:
Yuri concrete from procedural maps.
 Filesize:  176.2 KB
 Viewed:  5621 Time(s)

yuricrete.png



mats03.png
 Description:
Various materials that I made for the project.
 Filesize:  156.26 KB
 Viewed:  5621 Time(s)

mats03.png



sentinel_shps.zip
 Description:
8 shp files covering normal and snow sprites with animation.

Download
 Filename:  sentinel_shps.zip
 Filesize:  391 KB
 Downloaded:  113 Time(s)


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Sep 02, 2016 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

hey, nice to see you back. Smile
Can you please create a topic in the finished SHP forum with the attached zip (and an ingame preview image if possible)?
It would be a shame if this is lost in the depths of the media hut after a while.

Hope to see you more often and several more of your creations.

TTFTCUTS wrote:
I was sad that nobody saw it at the time, but a private message notification email made me come take another look.

yeah, things can be easily overlooked in media hut. (might be also at a time when ppm had a few forum/server problems)


TTFTCUTS wrote:
Yup, full suite of materials. Where appropriate they have normal maps. Almost all of them are procedural too, using the 3dsmax generative texture maps. My games art degree might not have gotten me a job but hey, at least I can make pretty pictures... I've attached a couple.

I also made a render effect plugin for max which converts rendered images into the right palette immediately after render so that you can see whether you got the colours right. That helped immensely in testing stuff out.

i love using procedural maps too. They are so nice adjustable and easy to apply without much UVW mapping fine tuning trouble.

Can you release the plugin? I'm sure this will help many other too (me being one of them Smile ).

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Damfoos
Rocket Infantry


Joined: 27 Mar 2016

PostPosted: Fri Sep 02, 2016 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, who I need to kill to get these materials? Very Happy

Damn, these materials + these tomsons26's models (lost after HDD failure IIRC) would make a grand RA2 remake!

The models in question:

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Parasite03
Cyborg Artillery


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

PostPosted: Fri Sep 02, 2016 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can we have those materials, please?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Sep 03, 2016 2:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Damfoos wrote:
Ok, who I need to kill to get these materials? Very Happy

Damn, these materials + these tomsons26's models (lost after HDD failure IIRC) would make a grand RA2 remake!


Are you sure he lost them? Where did you hear that?

TTFTCUTS wrote:
Yup, full suite of materials. Where appropriate they have normal maps. Almost all of them are procedural too, using the 3dsmax generative texture maps. My games art degree might not have gotten me a job but hey, at least I can make pretty pictures...


Haha, I hear you on that one; Same degree and still don't have a job in 3D myself. Jealous of that perfect looking chrome though, could never get mine to look like WW's.

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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Sat Sep 03, 2016 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

lol
I didn't lose them, who told you that? #Tongue

Those materials are quite amazing, tbh on first glance some of the accuracy as well as the textures in the thumbnails makes me suspicious that he might have gotten some of the textures from a WW artist... Confused

Anyhow, he's using blender tho, my models can't be really ported to blender without headaches.

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Damfoos
Rocket Infantry


Joined: 27 Mar 2016

PostPosted: Sat Sep 03, 2016 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

tomsons26lv wrote:
lol
I didn't lose them, who told you that? #Tongue


I'm pretty sure I read something like that here on PPM, in some thread where this pic was shown as well. But it's really good to hear I was wrong.

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Sat Sep 03, 2016 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Um, he said is is using 3dsmax.

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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Sat Sep 03, 2016 1:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

derp, indeed, had just woke up when i made that post
i don't use the nodes so that didn't ring any bells lol
Drat, my devious scheme has been spoiled ,now i need to make up some other reason why i don't want to release the models

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https://picasaweb.google.com/113361105083292812413?noredirect=1

Skype live:tomsons26
Don't forget to state who are you otherwise i'll ignore the invite

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xanax
Vehicle Drone


Joined: 14 Nov 2013

PostPosted: Tue Sep 13, 2016 10:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey TTFTCUTS.

TTFTCUTS wrote:
Yup, full suite of materials. Where appropriate they have normal maps. Almost all of them are procedural too, using the 3dsmax generative texture maps. My games art degree might not have gotten me a job but hey, at least I can make pretty pictures... I've attached a couple.

... IMAGES ...
materials02.png + yuricrete.png + mats03.png

Wow TTFTCUTS, you are definitely an expert in textures & materials. I am speechless.  Surprised

TTFTCUTS wrote:
I also made a render effect plugin for max which converts rendered images into the right palette immediately after render so that you can see whether you got the colours right. That helped immensely in testing stuff out.

I second LKO, this plugin would be quite helpful for many 3D artists/modders of this C&C community.

@tomsons26lv : aren't you teased to the point of wanting to resume your work on your models and finish their textures ?  Very Happy

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 13, 2016 10:37 am    Post subject: Reply with quote  Mark this post and the followings unread

xanax wrote:
@tomsons26lv : aren't you teased to the point of wanting to resume your work on your models and finish their textures ?  Very Happy

if it only would be that easy. Those models are like 30%, max 40% of the complete job.
Adding textures, ActiveAnims (not only a single pixel drawn in SHP Builder), BuildUp anim and damage frames are still a huge amount of work left, especially the damage frames.

Compared to SHP units, buildings are the most unthankful job ever, because the damage frames almost double the amount of work, while in the end you only get 1 additional frame out of this work (a few more for damaged activeanims).
From a finished unit model, you get like 100 or more frames out of it, without any additional work.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Natit_Titan
Grenadier


Joined: 20 May 2012

PostPosted: Tue Sep 13, 2016 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can I release this to shp ????

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Sep 13, 2016 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

xanax wrote:
TTFTCUTS wrote:
I also made a render effect plugin for max which converts rendered images into the right palette immediately after render so that you can see whether you got the colours right. That helped immensely in testing stuff out.

I second LKO, this plugin would be quite helpful for many 3D artists/modders of this C&C community.


So... No one but me colors their textures to fit the games color palette?

@LKO - Honestly the fact that these are models of pre-existing buildings, it's alot easier to make damage frames IMO, because you just have to copy what was already modeled before. I myself just wouldn't bother with damage frames for a Total Conversion because no matter what, the damage isn't realistic whatsoever. E.G.: Hit by a laser, nothing is seared, but some metal beams were bent. Oh yeah, and did I mention the building still functions perfectly fine?

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