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 Forum index » Modding Central » Media Hut » SHPs
[RA2/YR] Strider
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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Fri Sep 07, 2018 8:54 am    Post subject:  [RA2/YR] Strider
Subject description: Tripod
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I couldn't do a death animation for a dumb reason. And the original Strider has no attack animation so the standing frames should be used as firing as well.

ART:

[TRIPOD]
Voxel=no
Remapable=yes
Cameo=tripodicon
AltCameo=tripoduico
PrimaryFireFLH=170,0,510
SecondaryFireFLH=170,0,510
WalkFrames=12
FiringFrames=0 ;shit happens
StandingFrames=0
Facings=8
StartStandFrame=96
StartWalkFrame=0
StartFiringFrame=96 ;shit happens

Btw Is the unit too bright, or it just looks like it cause its white?


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G-E
General


Joined: 09 Feb 2015

PostPosted: Fri Sep 07, 2018 9:26 am    Post subject: Reply with quote

Drunk killer tripods REEEEE!
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Sep 07, 2018 9:40 am    Post subject: Reply with quote

swiggity swooty, shaking that booty

Seriously, the whole body wobble is way too strong. Any pilot in there would be instantly dead by concussions.
The whole wobble would also make any targeting with that weapon impossible.
The fast wobble also makes it look like a very fragile and light object, which would suggest it's very easy to destroy.

The unit is leaning more to its right side, than the left. ->no symmetric movement, thus giving it a drunken/damaged appearance.

The colors are too bright. 5 or 7 grey indexes into the darker range in the palette would be better. Keep those very bright colors only for tiny intene sun reflections when using very shiny/polished materials.

The thin legs cause holes in the shadows. I would suggest giving the legs a slightly bigger diameter when rendering the shadow frames, so the shadow is always well rendered.
Right now the shadows don't connect well to the legs and even when all legs touch the ground, it looks like it's floating due to the long gap between leg and shadow.

A 32 facing version would be good, since most mods these days support them.

A simple firing frame would be nice: just the body being lit up by a light source placed close to the barrel end. Any muzzle flash anim can be applied in rules.ini.
A deathanim would be nice too.
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Sep 07, 2018 10:23 am    Post subject: Reply with quote

Pretty sure that "drunken movement" is how it moves in Half Life 2.

Also for brightness taking a screenshot on The Alamo is suicide, as its god awfully bright anyway, and the user probably still has extra unit lighting on that vanilla RA2 does. Looks fine to me in the gif.
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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Fri Sep 07, 2018 11:03 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:
Seriously, the whole body wobble is way too strong. Any pilot in there would be instantly dead by concussions.


AS far as i know there is no "pilot" in the strider from Half life 2. The animations are the original from Half life 2, so if they didn't make it properly i wouldn't do any better.

Pretty sad about the death animatio,n there was no way i could do it. The unit was really big and i had to scale it down. And the way i do these units. You can not scale down the death animation (sounds weird i know).

I guess the brightness can be fixed through shp builder

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Underground Clone City

PostPosted: Fri Sep 07, 2018 12:19 pm    Post subject: Reply with quote

I always wanted to see the strider and the hunter prototype from half life 2 in the RA2 engine
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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Fri Sep 07, 2018 12:54 pm    Post subject: Reply with quote

I can make the hunter if u want.. At least i can try...

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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Fri Sep 07, 2018 2:34 pm    Post subject: Reply with quote

Still Tiny legs, but at least i attached the shadows to the legs


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