They're assets from the old U.S. faction in Generals. Their old WF and Battle Lab at the very least... I like, not bad! _________________ Victory! QUICK_EDIT
I just don't understand why you'd have jagged edges when you've no poly limit. I guess they're just leftover from Generals.
Generals has low Poly stuff
Volgin wrote:
They're assets from the old U.S. faction in Generals. Their old WF and Battle Lab at the very least... I like, not bad!
i made these buildings by editing the released Generals buildings. i didnt know about the old/hidden assets
and the Battle Lab is named Secret Lab in the game files.
also, weather control device. ignore the balls' texture.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jan 21, 2013 8:57 pm Post subject:
/me likes _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sun Jan 27, 2013 12:55 am Post subject:
This is awesome. There are so many really great buildings around which are just posted for showing off and never made available to the public. These are really excellent. They look really dark, imposing and "harsh", I'm going to use them for my Nazi side - especially with that eagle emblem, which I know is meant to be allied, but looks very much like the Third Reich CoA. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jan 28, 2013 10:29 pm Post subject:
There isn't to let the user have a freedom of designing the MCV. Orig Allied one wouldn't fit to this afterall. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
well as Graion said, vanilla mcv isnt fit for this, also, as you can see the vanilla mcv doesnt actually deploys into the ConYard. it just sinks into the ground.
so with a little editing, people can add there own MCVs into the buildup animation _________________ <----- Clickable QUICK_EDIT
Cool, although obviously the door needs to be much bigger. I would try getting rid of the base rectangle too, just have a nice ridge around the edge of the building to define it better. QUICK_EDIT
thanks vefbl4
and Bolt, that rectangular plane was just for guidance so i dont exceed the standard 3x5 foundation of a warfactory.
and i think its finished now, only needs a good texture and walking animations.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Feb 02, 2013 9:51 am Post subject:
Me and my big mouth. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
that walking war factory is unbelivibly cool, i always loved things based on concept art, if that gets released it must be an instant spotlight QUICK_EDIT
So is this going to be a voxel, or SHP walking around the map?
surely an SHP. A voxel can never look good enough, to match the SHP. You would instantly notice where the game switches from the SHP undeploy anim to the VXL unit.
Anyway. Really nice concept, model and animation Imp.
I would suggest adding something to the bottom of the warfactory, which is buried in the ground when deployed and gives additional stability while moving. e.g. the bib in front of the door is extremely thin.
However you could also remove the bib while mobile. Just let it slide into the WF during the undeploy anim.
Then there is also the really annoying issue, that you can have only one Buildup animation. So when you first build the building via the conyard, you would see the mobile-to-building deploy anim and no real buildup. _________________ SHP Artist of Twisted Insurrection: Nod buildings
coincidence
cuz this is the first time i saw/heard puddle jumper
Lin Kuei Ominae wrote:
I would suggest adding something to the bottom of the warfactory, which is buried in the ground when deployed and gives additional stability while moving. e.g. the bib in front of the door is extremely thin.
However you could also remove the bib while mobile. Just let it slide into the WF during the undeploy anim.
Then there is also the really annoying issue, that you can have only one Buildup animation. So when you first build the building via the conyard, you would see the mobile-to-building deploy anim and no real buildup.
Well as i said, the rectangular plane was just for referance, it wont be present in the final unit/building. Also i have made a solid "slab" of some sorts right underneath the factory as you can see in the image
also the walking animation and a test version of the firing animation
Well as i said, the rectangular plane was just for referance, it wont be present in the final unit/building. Also i have made a solid "slab" of some sorts right underneath the factory as you can see in the image
No, i meant the tiny plane/bib right in front of the "teeth-door" which only goes to the front of the main building. (The bib which is covered by the angular door that comes down during the deployanim)
But now with the darker bottom this should work fine, as the plane isn't that thin anymore.
Concerning the walkanim, you have to remove any movement of the main building. Else the turret looks bad, as this stays in a fixed position.
Or make the body wobble only very subtle by only 1 pixel, so you don't notice that much that the turret is fixed while the body wobbles during the walkanim. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Concerning the walkanim, you have to remove any movement of the main building. Else the turret looks bad, as this stays in a fixed position.
Or make the body wobble only very subtle by only 1 pixel, so you don't notice that much that the turret is fixed while the body wobbles during the walkanim.
Thanks man, i had totally forgotten about that problem
stupid YR engine _________________ <----- Clickable QUICK_EDIT
Does YR allow visual displacement of an SHP turret via TurretOffset?
At least in TS having an SHP turret out of center is not possible, so you might have to move the turret into the center of the building.
It might be worth a try making the turret as a VXL while keeping the body as an SHP, so you can move the turret to the rear.
Or remove the turret and replace it with an omni-directional weapon system like a tesla coil or missile battery with tubes in all directions (or some small hatches which open for some small missile silos that fire vertical launching missiles).
Then you can keep the weaponsystem in the rear and have a wobble anim for the chassis. _________________ SHP Artist of Twisted Insurrection: Nod buildings
You should give that a test first. In TS you can only have a SHP unit with a voxel barrel. The turret is hardcoded to be an SHP using the 32 frames after the walkanim.
I'm not sure if it works in RA2 the same and if it works at all. (I don't remember having seen any SHP unit with VXL turret before in RA2) _________________ SHP Artist of Twisted Insurrection: Nod buildings
well there is the Grand Cannon Building with Shp Base and VXL turret and barrel
but i dont know if its the same with units
i will have to test it _________________ <----- Clickable QUICK_EDIT
Would prefer SHP everything anyway, seems odd having a voxel turret. Also surely they would be AA guns instead of weird tesla weapons? Atleast that's what I imagined they were. QUICK_EDIT
Would prefer SHP everything anyway, seems odd having a voxel turret. Also surely they would be AA guns instead of weird tesla weapons? Atleast that's what I imagined they were.
i thought they were normal cannon, i'm sure it will be easy to remove the tesla animation any if you don't like it QUICK_EDIT
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