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A small tool for quickly rendering SHP files
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Himeko
Vehicle Driver


Joined: 21 Oct 2018

PostPosted: Wed Dec 12, 2018 1:56 pm    Post subject:  A small tool for quickly rendering SHP files
Subject description: for 3dmax 2016
Reply with quote  Mark this post and the followings unread

3dmax 2016 is required

;==================    2018-12-09   v0.3 ==================

Add mass production infantry function, run Stand, Walk, FireUp and other buttons (no order requirement) to output infantry sequence diagram in INF8 folder (each use needs to reopen Max file). Then run "InfSeq.bat" which reads the image in the INF8 folder and generates an infseq.txt file containing the sequence

Add 32 facings vehicle sequence function, run Stand, Walk, FireUp buttons (no order requirements) can be auto-render

in tne VEH32 folder outputs a sequence diagram of the vehicle (Max files need to be reopened for each use). Then run "VehSeq.bat"

, will read the image in the VEH32 folder and generate a vehseq.txt file containing the complete artmd.ini code.

SeqGenerator.exe is a integration of the above two functions

You can click on video to see how to use this script. It took only just 10 minutes to create a SHP file for a infantry

https://www.bilibili.com/video/av37883789

The SHP vehicle, SHP aircraft and SHP projectile function are improved

Add render the current frame of the building as 6 frames function

;==================    How to use  ==================

Copy the RA2Scripts folder to disk D to use as D:\RA2Scripts\...

Function:

Infantry 8 direction, vehicle 32 direction, infantry idle dead 2 direction, aircraft 32 direction, 32 direction projectile/turret, vehicle 8 direction

Replace scene background bitmap

One key to import infantry, building scene

And one key to remove import infantry, building scene

;=================  Before use  ===============

Make the model & material & animation well, then import the infantry/building scene, F9 preview whether the shadow and the model exist, and the background image color is also correct, and then save as XXX. Max. Confirm the start and end frames, click the corresponding button on the script to render, the script will automatically


separate the model  and model's shadow to the corresponding INF8/VEH32 folders

At the end of each rendering, click "open file again", open xxx. Max, and then render other animations.

With the exception of death/idleness, all render functions have the model facing NORTH before rendering; The dead/idle model needs to be oriented SOUTHWEST

;=================Possible error reporting=================

"... String error "- restart MAX

"Image I/O error" - check whether the folder was put on the D disk, such as D:\RA2Scripts\...

"Repeat material name..." Combine materials

;===============================================

Thanks MK for his technical guidance during the script production

The script is still under test. If there is any error or suggestion, please contact 750143451@qq.com

Author: Himeko
Thanks: Kuroko provides infantry sequence program & vehicle sequence program

I'm translating with Google (=w=)



untitltes-1.png
 Description:
This unit made by this script ,this SHP file size is 480mb
(The background is added in photoshop)
 Filesize:  1.89 MB
 Viewed:  1191 Time(s)

untitltes-1.png



TIM??20181212213515.gif
 Description:
With this script and ImageShaper, we can convert a lot of animations from other games to SHP
 Filesize:  1.54 MB
 Viewed:  1191 Time(s)

TIM??20181212213515.gif



93d2911cb9107242498fb6ea6d20d0e880346686.gif
 Description:
With this script and ImageShaper, we can easily make some very large SHPS, this SHP is 140mb
 Filesize:  3.74 MB
 Viewed:  1191 Time(s)

93d2911cb9107242498fb6ea6d20d0e880346686.gif



TIM20181209122728.png
 Description:
Automatically generates vehicle sequences
 Filesize:  45.11 KB
 Viewed:  1191 Time(s)

TIM20181209122728.png



TIM20181212205959.png
 Description:
Script main interface
 Filesize:  55.27 KB
 Viewed:  1191 Time(s)

TIM20181212205959.png



RA2Scripts v0.3.7z
 Description:
Script 7z file

Download
 Filename:  RA2Scripts v0.3.7z
 Filesize:  92.7 KB
 Downloaded:  29 Time(s)


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 12, 2018 2:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks pretty elaborate with many options.
I guess for beginners this could be handy.

Though I'm not sure i see the benefit for me here. Sorry.

It looks like this needs more clicks and work than my way, which is simply
-create each anim once
-copy each anim 8/32 times with the camera rotating on each step 45°/11.25° (this is done in seconds in the timeline/trackbar)

When finish, i have a single max file with all anims in consecutive order.

To get the frames i only press Render once and all frames are generated in a single process.
If the frames aren't all consecutive, the render options allows to specify which frames to render.
e.g. 1-8; 30-61
for frames 1 to 8 and 30 to 61

For big renders with hundreds of big images i can this way even let it render over night.

When i later get back to the file, i also don't have to know any anim lengths. The settings are all in the max file. Just press render to get it again.

_________________
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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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Dec 12, 2018 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

With this tool we can have all animations in one file I guess

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Himeko
Vehicle Driver


Joined: 21 Oct 2018

PostPosted: Thu Dec 13, 2018 5:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Looks pretty elaborate with many options.
I guess for beginners this could be handy.

Though I'm not sure i see the benefit for me here. Sorry.

It looks like this needs more clicks and work than my way, which is simply
-create each anim once
-copy each anim 8/32 times with the camera rotating on each step 45°/11.25° (this is done in seconds in the timeline/trackbar)

When finish, i have a single max file with all anims in consecutive order.

To get the frames i only press Render once and all frames are generated in a single process.
If the frames aren't all consecutive, the render options allows to specify which frames to render.
e.g. 1-8; 30-61
for frames 1 to 8 and 30 to 61

For big renders with hundreds of big images i can this way even let it render over night.

When i later get back to the file, i also don't have to know any anim lengths. The settings are all in the max file. Just press render to get it again.


Thanks for your advice, this script does not need to copy the animation 7 times or 31 times.
Here I use the animation of a teapot as an example.
-There are two frames of animation in the timeline, then I click on "Walk" in "INF 8", the script renders a total of 32 frames, which contains a 2x8=frame of model and a 2x8=16 frame of shadow.
-If I click "VEH32," the script renders a total of 128 frames, including 2x32 frames of model and 2x32 frames of shadow.

Your method is more convenient, but you may need some rendering options before rendering... This script is more suitable for beginners who are not familiar with 3dmax operation. All they need to do is click the button and paste the generated sequence into ini file. They do not even need to understand how the Sequence works



teapot_1.gif
 Description:
 Filesize:  914.96 KB
 Viewed:  1087 Time(s)

teapot_1.gif



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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Thu Dec 13, 2018 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

is that RA2 water?

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Himeko
Vehicle Driver


Joined: 21 Oct 2018

PostPosted: Fri Dec 14, 2018 2:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Holy_Master wrote:
is that RA2 water?


Yeah, this is a water effect of RA2, but it is just a large terrain animation, just like the waterfall's water flow animation. Custom Palette is not supported and cannot be widely used



waterTest.gif
 Description:
 Filesize:  5.59 MB
 Viewed:  994 Time(s)

waterTest.gif



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