:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::
Do you want to advertise at Project Perfect Mod. Find out how to do it HERE.

The time now is Tue Feb 28, 2017 1:32 am
All times are UTC + 0
 Forum index » Modding Central » Media Hut » SHPs
Grizzly tank -Remake- [ARES]
Moderators: Global Moderators, Media Hut Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [23 Posts] View previous topic :: View next topic
Author Message
HG_SCIPCION
Scorpion Sniper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Mon Dec 26, 2016 9:07 pm    Post subject:   Grizzly tank -Remake- [ARES]
Subject description: 32 facings
Reply with quote

A remake of Grizzly tank, maybe one of the most interesting and simple designs of ww.

This is a test for show the quality of the shp's...  Smile



Code:

ART:

Voxel=no
Facings=32
WalkFrames=1

however, do you like this? do you want more?


GRIZZLY.shp
 Description:

Download
 Filename:  GRIZZLY.shp
 Filesize:  96.38 KB
 Downloaded:  78 Time(s)


_________________
...
waiting

Back to top
View user's profile Send private message Visit poster's website
Darkstorm
Commander


Joined: 20 Jan 2008
Location: Unknown

PostPosted: Mon Dec 26, 2016 9:43 pm    Post subject: Reply with quote

Nice looking remake, I definitely would like to see more. Just a bit sad it won't tilt or rock being a SHP but is still really cool.
_________________

Back to top
View user's profile Send private message
SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Dec 27, 2016 1:48 am    Post subject: Reply with quote

maybe release as a very large detailed voxel for use in OpenRA RA2 mod?
OpenRA can handle much more detailed voxels than RA2
_________________

Back to top
View user's profile Send private message Send e-mail MSN Messenger
ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Dec 27, 2016 6:48 am    Post subject: Reply with quote

SMIFFGIG wrote:
maybe release as a very large detailed voxel for use in OpenRA RA2 mod?
OpenRA can handle much more detailed voxels than RA2


Very big voxels are not good idea at the moment for OpenRA, more size there is, more it lags unfortunately. Plus visual benefit will be lost if OpenRA goes ahead to downgrade visual for performance making similar as WW's.

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Dec 27, 2016 1:26 pm    Post subject: Reply with quote

you noticed that this is a SHP, not a voxel, right!? Wink
And a 3ds2vxl conversion surely wouldn't look as good as this SHP.
_________________
SHP Artist of Twisted Insurrection. Main Nod building SHP creator.

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

Tools
TMP Shop
C&C Executable Modifier

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Fri Dec 30, 2016 6:52 am    Post subject: Reply with quote

That's amazing. Well done, Harry!
_________________


Twisted Insurrection [Version 0.6]
Twisted Insurrection OST [Vol. 6]
Twisted Insurrection: Gallery

Tiberian Sun Client (Includes UMP)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Fri Dec 30, 2016 10:25 am    Post subject: Reply with quote

love it! such high detail.

only I don't like is the fact most vehicle in RA2 smaller than infantry. :p
_________________

Back to top
View user's profile Send private message Visit poster's website MSN Messenger
NimoStar
Pyro Sniper


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jan 10, 2017 1:38 am    Post subject: Reply with quote

SHP vehicles is just bad eye candy... they don't tilt on slopes. They don't rock with impacts. They can't blow up in the air when they explode. They are just for a still show, not combat ready.

Voxels may not look as good when standing still, but they have infinite possibilities for gameplay.
_________________

Back to top
View user's profile Send private message Visit poster's website
Guest





PostPosted: Fri Feb 24, 2017 5:29 am    Post subject: Reply with quote

NimoStar wrote:
SHP vehicles is just bad eye candy... they don't tilt on slopes. They don't rock with impacts. They can't blow up in the air when they explode. They are just for a still show, not combat ready.

Voxels may not look as good when standing still, but they have infinite possibilities for gameplay.


Haha lol  Laughing Voxels sucks my dude...

Back to top
Mortecha
Commander


Joined: 30 Nov 2006
Location: Australia

PostPosted: Sun Feb 26, 2017 9:21 am    Post subject: Reply with quote

You are onto something here.

At the expense of multi leveled maps, I'd say converting all voxels into shps would be so good.

What do you use for your light settings and positions?
_________________
www.vertprt.com
http://www.moddb.com/members/mortecha
http://www.moddb.com/mods/gmdx

Back to top
View user's profile Send private message Visit poster's website
NucleiSplitter
Medic


Joined: 28 Oct 2016
Location: Somewhere in Metro Manila, Philippines

PostPosted: Sun Feb 26, 2017 9:27 am    Post subject: Reply with quote

But then at the cost of losing slopes, due to it becoming Shps and not voxels. With that said, I think maps would become less detailed especially when trying to make mountainy or slopey areas. Walkers are okay to become Shpified, because they walk and if they do tilt, in reality they would crash Razz

EDIT: Oh wait! Nevermind. But if he would use lig-- nah, it's not possible unless if Ares would support a deeper Shp System...

Per say, like allow tilting for slopes, without even changing the file itself!! Now that would be a Blueprint to become in 0.D hopefully...
_________________
Call me an Insane Chatter Box as you wish, It does make sense anyway due to me talking in very long sentences and paragraphs. And Editing my posts and replies a bunch of times Razz

Back to top
View user's profile Send private message
kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Feb 26, 2017 4:35 pm    Post subject: Reply with quote

impossible. what shps can do is already drawn in the file. you cant tile without changing the file.
_________________
Bureau de Planification de WLGC
Présente fièrement

Back to top
View user's profile Send private message Send e-mail Visit poster's website Yahoo Messenger MSN Messenger
cxtian39
Light Infantry


Joined: 11 Feb 2016
Location: The United States of China

PostPosted: Sun Feb 26, 2017 8:19 pm    Post subject: Reply with quote

Allow tilting frames? not enough. Also frames when when parasitized, frames when hit by a destroyer... what else?

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Feb 26, 2017 9:25 pm    Post subject: Reply with quote

Slope frames are not feasible:
for a 32 facings unit you would need already 256 frames just for the 8 different slope/tilt directions. The 32 facing turret needs this too, soo + 256 frames for the turret.

Let the unit have standing and moving frames and you quickly reach several thousand frames.

Double that for the shadow frames.

Now take account that you want some decent sized graphics and your SHP is reaching several Megabyte in no time.

<--see the mammoth there? The SHP version with 32 facings, 3 firing frames, 1 standing and 20 walk frames has in total 1536 frames with a canvas of 192x192.
The SHP for that single unit is 7.6 MB big.


With slope frames, it would be easily over 100 MB just for a single unit.
_________________
SHP Artist of Twisted Insurrection. Main Nod building SHP creator.

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

Tools
TMP Shop
C&C Executable Modifier

Back to top
View user's profile Send private message
Mortecha
Commander


Joined: 30 Nov 2006
Location: Australia

PostPosted: Sun Feb 26, 2017 9:42 pm    Post subject: Reply with quote

^ Animating slopes for shps would be a nightmare, hence my suggestion on just picking flat maps. There are ways you can still make flat maps interesting without resorting to slopes on mulit-level segments. Such as introducing impassible segments of plateaus and valleys dividing the map, with the exception of infs gaining access from paradrops and transports.  

Parasitized just relies on tilting. Turning it off should still deal the damage, which imo is a good thing because tilting in general was just toooo over the top.
_________________
www.vertprt.com
http://www.moddb.com/members/mortecha
http://www.moddb.com/mods/gmdx

Back to top
View user's profile Send private message Visit poster's website
NucleiSplitter
Medic


Joined: 28 Oct 2016
Location: Somewhere in Metro Manila, Philippines

PostPosted: Yesterday, at 3:59 am    Post subject: Reply with quote

What is the 32 facings for in this tank anyway? The turret or the body itself? If it's only the turret, that is the problem, but doing both is the NIGHTMARE, Doing 32 Facings on a tank body!!? That's insane!! That will take you a year to finish a shp like that!! The Grizzly Tank is Turreted right? So 8 facings for the Body! Sloped and Non-Sloped, Tilting is part of the Problem, Doing all sorts of tilting using an animation studio is okay (Just as long it supports converting each frame to png)
So making it is possible, But since Ares still didn't do a deeper Shp Support System as I said earlier, There is no tag in the Art.ini to say "SlopeFacings=8/More"!! That would be the deeper system I'm expecting, Though AlexB/pd or whoever is in-charge of Ares might not take attention of this, Because it's just too deep!!  Shocked
_________________
Call me an Insane Chatter Box as you wish, It does make sense anyway due to me talking in very long sentences and paragraphs. And Editing my posts and replies a bunch of times Razz

Back to top
View user's profile Send private message
Mortecha
Commander


Joined: 30 Nov 2006
Location: Australia

PostPosted: Yesterday, at 4:09 am    Post subject: Reply with quote

Actually it takes 2 minutes to set up z axis rotation animation across 32 frames on a timeline for each component, as well as the camera with the correct position and zoom. Then about 10 seconds to render.

No both chassis and body have 32 facings. Shps don't have sloping frames so remain level when travelling up and down them.
_________________
www.vertprt.com
http://www.moddb.com/members/mortecha
http://www.moddb.com/mods/gmdx

Back to top
View user's profile Send private message Visit poster's website
NucleiSplitter
Medic


Joined: 28 Oct 2016
Location: Somewhere in Metro Manila, Philippines

PostPosted: Yesterday, at 4:19 am    Post subject: Reply with quote

Hmm, that makes me much more confused in understanding Shp Logics...
_________________
Call me an Insane Chatter Box as you wish, It does make sense anyway due to me talking in very long sentences and paragraphs. And Editing my posts and replies a bunch of times Razz

Back to top
View user's profile Send private message
Mortecha
Commander


Joined: 30 Nov 2006
Location: Australia

PostPosted: Yesterday, at 4:58 am    Post subject: Reply with quote

NucleiSplitter wrote:
Hmm, that makes me much more confused in understanding Shp Logics...


Ahh, should of mentioned that all that was for inside a 3d modelling program like 3dsMax, where the individual frames are rendered, manually ordered and named accordingly to frame number in the shp with a tool like Batch File Renamer then imported into Shp Builder.
_________________
www.vertprt.com
http://www.moddb.com/members/mortecha
http://www.moddb.com/mods/gmdx

Back to top
View user's profile Send private message Visit poster's website
ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Yesterday, at 5:30 am    Post subject: Reply with quote

Several MB for SHP files, when we are in the time of RAM in the several GB, is not really a problem.

By the way, what types of compression does the SHP format utilise?

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Yesterday, at 7:07 am    Post subject: Reply with quote

NucleiSplitter wrote:
Hmm, that makes me much more confused in understanding Shp Logics...

SHP is just a package of many images in a single file.
Like GIF or animated PNG.
_________________
SHP Artist of Twisted Insurrection. Main Nod building SHP creator.

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

Tools
TMP Shop
C&C Executable Modifier

Back to top
View user's profile Send private message
NucleiSplitter on phone
Guest




PostPosted: Yesterday, at 8:45 am    Post subject: Reply with quote

Sir. LKO, I was talking about how Shps work, Like that tank that needs 32 FACINGS FOR THE BODY INSTEAD OF THE TURRET ONLY!! Shocked, It just hurts my brain thinking about the Ares team's Job of Coding...

Back to top
kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Yesterday, at 6:51 pm    Post subject: Reply with quote

Old shp vehicles can use only 8 facings. But with Ares or exe hack it can reach 32, which means better flexibility in turning.


and shp is the product of 3dmax/other 3d program rendering + importing with palette. Nothing really differs between 8/32/64 facings in the creation, for me, it will be just a few changes in my camera script and a bit longer waiting for the rendering process.

there is another limit for SHPs though. SHP Builder is limited to show only 3000 frames (could be 6000, not sure with the numbers),frames exceeding that limit cannot be viewed, and when it reaches such frame count, sometimes you can't even save the file, but get some memory error instead.


This insane 60mb+ shp took me 2 hours to import and had to separately import the body frames and the shadows, then merge into one file. Gave me several crashes so the actual time was more. Importing body+shadow gives crashes for sure.
_________________
Bureau de Planification de WLGC
Présente fièrement

Back to top
View user's profile Send private message Send e-mail Visit poster's website Yahoo Messenger MSN Messenger
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [23 Posts] View previous topic :: View next topic
 Forum index » Modding Central » Media Hut » SHPs
Jump to:  
Quick Reply
Username:


If you are visually impaired or cannot otherwise play the game below please contact the Administrator for help.


 
You cannot post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

Wildcard SSL Certificates
[ Time: 0.3517s ][ Queries: 13 (0.0057s) ][ Debug on ]