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Small Electric Ball Projectile
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Aug 26, 2018 3:21 pm    Post subject:  Small Electric Ball Projectile Reply with quote  Mark this post and the followings unread

Code:
[ELECTBALL]
Shadow=no
AnimPalette=yes
;Translucency=50
AnimLow = 0
AnimHigh = 29
AnimRate = 1
UseLineTrail=yes
LineTrailColor=168,220,212
LineTrailColorDecrement=20



Yuri's Revenge 2018-08-26 8_15_25.gif
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Yuri's Revenge 2018-08-26 8_15_25.gif



electball.shp
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Aug 26, 2018 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

pretty cool anim. Approved! How do you made it?

I think you want to set AnimHigh=20 as there are only frames 0-19
Maybe even AnimHigh=19, as i'm not sure if the specified frame is still rendered or not. On normal anims LoopEnd and End it is not, so 20 should be right.

I see RA2 has the same bug as TS, where Shadow=no still renders a shadow.

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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Sun Aug 26, 2018 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks cool, thanks.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Aug 26, 2018 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
pretty cool anim. Approved! How do you made it?

I think you want to set AnimHigh=20 as there are only frames 0-19
Maybe even AnimHigh=19, as i'm not sure if the specified frame is still rendered or not. On normal anims LoopEnd and End it is not, so 20 should be right.

I see RA2 has the same bug as TS, where Shadow=no still renders a shadow.
Several segmented lines with Noise modifier on their vertices
Shadow=no on rules definition can prevent shadow



QQ??20180826101610.png
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Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Sun Aug 26, 2018 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Woah! Really Good work! You can make a animated flameball projectile?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Aug 26, 2018 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Several segmented lines with Noise modifier on their vertices

ah in 3d, nice. how about giving the center sphere a slight pulsating effect by making it once bigger during the anim? (start/end 100%, in the middle 200% size)
You could then also use a Falloff map to have the outer sphere darker than the inner sphere, regardless from where you look with your camera on it.

Are you rotating the entire model or use a Noise modifier on the splines to animate the outer vertices of the splines?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Sep 01, 2018 11:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
how about giving the center sphere a slight pulsating effect by making it once bigger during the anim? (start/end 100%, in the middle 200% size)
You could then also use a Falloff map to have the outer sphere darker than the inner sphere, regardless from where you look with your camera on it.

Will try
Lin Kuei Ominae wrote:
Are you rotating the entire model or use a Noise modifier on the splines to animate the outer vertices of the splines?
no rotating, just noising

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Sep 01, 2018 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
I see RA2 has the same bug as TS, where Shadow=no still renders a shadow.
Because doesn't the Shadow tag in art just tell the game whether the animation itself has shadow frames, whereas projectiles drawing a shadow on the ground is handled with a Shadow tag on the projectile code itself.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Sep 01, 2018 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Because doesn't the Shadow tag in art just tell the game whether the animation itself has shadow frames, whereas projectiles drawing a shadow on the ground is handled with a Shadow tag on the projectile code itself.
When rendering projectile and debris the game simply draws its shadow by turning every pixel to grey and the actual shadow frames are not used for shadow drawing. Shadow=yes/no in art definition seems to have no effect in this case.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Sep 01, 2018 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39, that was good job man. I like that projectile

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Sep 01, 2018 9:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
I think you want to set AnimHigh=20 as there are only frames 0-19
Maybe even AnimHigh=19, as i'm not sure if the specified frame is still rendered or not. On normal anims LoopEnd and End it is not, so 20 should be right.


AnimHigh should be 0-based as are all the other looping-related flags (incl. End) except LoopEnd. For whatever reason Westwood made LoopEnd 1-based.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Mon Oct 25, 2021 6:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you very much. BTW anyone know the electric splash warhead anim like in the gif photo? I think I even seen one long ago but I can't find it and don't know its name. Also can I have the building please it's so good.

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