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T-Rex [RA2/YR]
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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Sun Jul 08, 2018 10:31 am    Post subject:  T-Rex [RA2/YR]
Subject description: Testing Testing...
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Sorry for the "no death" animation.
And i know it sux at all so... (its a test anyway)



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 08, 2018 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread

The model is nice and the texture ok. the animations are also nice.

But the lighting is wrong.
Lightsource is in southwest, shadows going northeast (see the trees). Your light is like directly above it.

Separate the shadows from the unit and put them into the shadow frames (the second half) to make them transparent. Only the small infantry in RA2 use ugly solid black shadows. On something as big as this it doesn't fit.


Idle anims should be done for all facings. On a unit as big as this, it looks bad when it instantly switches the side to play an idle anim and then instantly switches back to previous facing when the idle anim is done.

As you mentioned, some death frames would be nice.

Imo it could be also scaled a bit down to match in size more the civil buildings/trees.
A slightly smaller size would also drastically reduce SHP filesize.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Jul 08, 2018 6:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought infantry constantly switches facings no matter what

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 08, 2018 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes, Infantry switch the facings randomly but then also stay a while in that facing.
But for an idle anim it's more noticeable when the infantry is facing one direction, switches facing to play once the idle anim and then jump back to the previous direction again.

With facing specific idle anims it looks a lot more "natural" ingame as they play the idle anim matching their current facing.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
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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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Fri Jul 13, 2018 8:21 am    Post subject: Sequence Reply with quote  Mark this post and the followings unread

Hi, i tried to make the sequence in shp editor but some information must be missing, if i put the walk frames for the walk part of the sequence it still spins; i am always frustrated with the sequence ditor - does someone has a little tip how to use it correctly - walk frames would be this for me

Walk=9,8,6

attack would be this

FireUp=73,6,6

but both results in chaotic behavior.

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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Sat Jul 14, 2018 9:15 am    Post subject: Re: Sequence Reply with quote  Mark this post and the followings unread

Ich-Henker wrote:
Hi, i tried to make the sequence in shp editor but some information must be missing, if i put the walk frames for the walk part of the sequence it still spins; i am always frustrated with the sequence ditor - does someone has a little tip how to use it correctly - walk frames would be this for me

Walk=9,8,6

attack would be this

FireUp=73,6,6

but both results in chaotic behavior.


I already put the sequence in the "readme" file...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 14, 2018 2:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ich-Henker wrote:
walk frames would be this for me
Walk=9,8,6

learn to read
-the art.ini comments that describe exactly how sequences work.
-the comments made by the author that provided already the sequence

how you come up with
-an animation starting at frame 9 (an uneven number, while most anims are a multiple of 8 for 8 facings and 1 standing frame from 0-7, means the first walk frame is logically 8 like ALL other infantry sequences, not 9 )
-8 frames for a walk cycle, but then define 6 frames as the multiplier for the next facing
makes no sense at all

per your definition for example the unit would use 8 frames for walk. Means frames 9-16 as a walk cycle for walking north.
But then you say every 6 frames the next facing is reached.
Thus for north-east 9+6= 15, the first frame for the walk cycle would be 15, which is obviously still 2 frames (15 and 16) in the north walking cycle.

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SHP Artist of Twisted Insurrection:  Nod buildings

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

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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