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[Ares]Aircraft Carrier
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cxtian39
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Joined: 11 Feb 2016

PostPosted: Sun Oct 08, 2017 7:12 am    Post subject:  [Ares]Aircraft Carrier Reply with quote  Mark this post and the followings unread




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Last edited by cxtian39 on Wed Oct 11, 2017 6:27 am; edited 1 time in total

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Oct 08, 2017 8:00 am    Post subject: Reply with quote  Mark this post and the followings unread

It looks nice 'n all, but why an SHP?

Also, bottom (game south) has a little thingy sticking out right under it.

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TAK03
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PostPosted: Sun Oct 08, 2017 8:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Cause no incline on water?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Oct 08, 2017 9:41 am    Post subject: Reply with quote  Mark this post and the followings unread

While the 3d model itself is pretty good, the execution as SHP could be a lot better, utilizing the advantages of SHP.
-better lighting:
---there are no shadows cast on the ship itself
---there are no bright or shadowed sides and the texture always stays the same as if it's self-glowing

-animations: since ships don't need tilting frames and thus actually work better as SHP than VXL, you should use the many additional animation features of SHPs.
---add moving animation: <-see the water anim on my gunboat remake
add water waves around the ship as the moving animation
---add firing animation: hangar doors opening or aircraft lifts raising up or something like that
---add deathanim: since it can't sink like VXL ships, it should get a custom death animation. This can be a lot better done than the simple "VXL move through ground plane" sinking. You can let it break apart, explode in tiny debris and sink in several parts.

Currently it looks like a carelessly converted 3d model from another game, without any actual work spend into it.


TAK02 wrote:
It looks nice 'n all, but why an SHP?

for ships, who don't need tilting frames, SHPs are much better than VXL.
Higher detail, better lighting, better and more animations, much bigger sizes possible.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Sun Oct 08, 2017 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ra2 already has water anim by default. It would be weird AC's own water anim overlaps with the original one + it's different from other vxl ships (some are amphibious and do tilt on land)
Spawning doesn't trigger firing anim. NoSpawnAlt doesn't work either.
AC doesn't only need a launching anim but also need to open the door when hornets return.
I see dolphin has death anim but it's not used. Is there a DeathFrames or DyingFrames tag? Or just an unremappable+undirectional Explosions=?

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PussyPus
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Joined: 14 Jul 2015
Location: Egypt

PostPosted: Sun Oct 08, 2017 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I may can figure out how to make a cameo for this shp unit

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BrowserTravel
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Joined: 19 Oct 2020
Location: Somewhere else

PostPosted: Thu Nov 19, 2020 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Good to use it as the TITAN like in Red Alert 3: Epic War mod (that strangely floating carrier)

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PussyPus
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Joined: 14 Jul 2015
Location: Egypt

PostPosted: Thu Nov 19, 2020 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

BrowserTravel wrote:
Good to use it as the TITAN like in Red Alert 3: Epic War mod (that strangely floating carrier)

It won't fit but, it's up to you.

Anyway, I'm not sure if I ever asked the same question before or not, this reminded me of it, is there a way to make SHP vehicles incline with ground slopes? If not, is there any possibility to modify and/or create your own movement locomotor to make one that support vehicles that incline with slopes?

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EVA-251
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Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Thu Nov 19, 2020 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I see dolphin has death anim but it's not used. Is there a DeathFrames or DyingFrames tag? Or just an unremappable+undirectional Explosions=?

There is a DeathFrames= tag. Not sure if it actually works, I don't really remember anybody creating an SHP that makes use of it. Also, that unused animation for the dolphin looks like an aquarium trick, maybe meant for the cheer function? #Tongue

Quote:
Anyway, I'm not sure if I ever asked the same question before or not, this reminded me of it, is there a way to make SHP vehicles incline with ground slopes? If not, is there any possibility to modify and/or create your own movement locomotor to make one that support vehicles that incline with slopes?

I think in theory it could be hacked into the engine, but why bother?

Bare minimum of 2 extra frames (up/down tilt) for each facing for the body and turret, and for all animations (firing, movement, if possible, death)... It wouldn't be overwhelming for a skilled 3d-modeller, but would the appearance gain really be worth it?

Quote:
for ships, who don't need tilting frames, SHPs are much better than VXL.

I would contend that all appearance advantages are nullified by the inability of the end user to make easy modifications to them.

Let's say I want to change some aspect of this ship's appearance- I'd have to go through and edit each frame for consistency. Or maybe cxtian releases the source- then I need to have 3d-modelling experience, a proper workflow for converting model to SHP to make my edits. A massive barrier to entry. With a voxel, even a novice can make large-scale changes to the texture of the ship, add/subtract details and get results that can be previewed in game within minutes

As for this SHP, it looks like a voxel tidied up and rendered into an SHP. It doesn't really benefit from the advantages of SHPs at all. That isn't to say it's ugly, but I'd much rather have the voxel.

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Last edited by EVA-251 on Thu Nov 19, 2020 10:46 pm; edited 2 times in total

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Thu Nov 19, 2020 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:
Bare minimum of 2 extra frames (up/down tilt) for each facing for the body and turret, and for all animations (firing, movement, if possible, death)... It wouldn't be overwhelming for a skilled 3d-modeller, but would the appearance gain really be worth it?
It’s not only up/down tilt because unit can also go other directions on a up-tilting slope. You need all facings for each slope. And there are more than 20 types of slope with all kinds of crazy shapes.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Nov 20, 2020 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:
Quote:
I see dolphin has death anim but it's not used. Is there a DeathFrames or DyingFrames tag? Or just an unremappable+undirectional Explosions=?

There is a DeathFrames= tag. Not sure if it actually works, I don't really remember anybody creating an SHP that makes use of it. Also, that unused animation for the dolphin looks like an aquarium trick, maybe meant for the cheer function? #Tongue


Atomic_Noodles created a more fitting animation already, for the Dolphin even. https://ppmforums.com/topic-53138/ra2-dolphin-corpses/

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silverwind
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Joined: 11 Jun 2016

PostPosted: Sun Nov 22, 2020 11:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

All this talk of ships not needing to tilt in Ra2 is making me wonder if I'm the only one who sees ships roll to alternative sides under stress from the Ginormous Squid?

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Virgil
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Joined: 22 Jul 2018

PostPosted: Mon Nov 23, 2020 8:22 am    Post subject: Reply with quote  Mark this post and the followings unread

silverwind wrote:
All this talk of ships not needing to tilt in Ra2 is making me wonder if I'm the only one who sees ships roll to alternative sides under stress from the Ginormous Squid?

Ships normally don't tilt. One can remove the grab weapon on Giant Squid and make them only attack with their head, anyway.

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