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 Forum index » Modding Central » Media Hut
Trans_C's Random WIP stuff
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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Jul 24, 2016 1:14 pm    Post subject: Reply with quote

I see...
Sidearm would fit.

Nice work!
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Jul 24, 2016 1:16 pm    Post subject: Reply with quote

That could definitely work. Likely they could brandish their swords as a deploying animation and death animation. (Rally Cry AE Buff Deploy Weapon/Death Weapon) A Pistol would suit them just fine though.
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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sun Jul 24, 2016 1:19 pm    Post subject: Reply with quote

Or one could make use of NoAmmoWeapon and do something interesting with the soldier automatically approaching the target to use the slash attack every now and then, or even against specific targets only.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 24, 2016 5:01 pm    Post subject: Reply with quote

In the current style i would use him as a support unit without any weapon, providing a constant area effect that increases Firepower, ROF or Hitpoints of nearby infantry.
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Last edited by Lin Kuei Ominae on Mon Jul 25, 2016 8:21 am; edited 1 time in total

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Mon Jul 25, 2016 8:07 am    Post subject: Reply with quote

The crawl frames and another comparison with the original conscript.

Btw, does he really need a set of melee attack frames when crawling?!!


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 25, 2016 8:24 am    Post subject: Reply with quote

Trans_C wrote:
Btw, does he really need a set of melee attack frames when crawling?!!

IIRC you can't disable the weapon while prone, so it would look bad if he suddenly stands up to do a slash and then jumps back down into the crawl frames again.

Maybe give him some kind of "all units move in this direction" swing with the sword. This can be used as an attack, but also for passive weapons as some kind of "call to arms" move.
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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Mon Jul 25, 2016 9:10 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:
Maybe give him some kind of "all units move in this direction" swing with the sword. This can be used as an attack, but also for passive weapons as some kind of "call to arms" move.


This should work. It'll need a large movement to be distinguishable, though.

And... a chopping animation.


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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sun Jul 31, 2016 11:19 am    Post subject: Reply with quote

Well, I'm back.
There are two horribly stupid RA2 game limitations that quell my interest in this officer though.
The first is that Infantry can use only FireUp= and FireProne= tags to delay and synchronize the weapon and the attack frame, which force all weapons on the infantry to use one single value of delay. This makes soldiers with two vastly different weapons really hard to design.
(Well, this point is nowhere near annoying when compared to the stuff below.)
The second is that Infantry will immediately cease playing their Attack frames once they lose their target. This make some one-shot weapons look absolutely terrible when used on infantry(the snipers basically just twitch for several milliseconds when they could have a FULL set of frames of firing, reloading, and getting ready for their next prey. The same applies to the melee Brute)

I'm starting to get sick of this stupid engine. Maybe it's time to move on to a better one.
(OperRA seems interesting, but I can't even get the bleed version up and running. Every time I run the make.cmd, it gives several errors and the generated game just can't run. I have already installed Visual Studio 2015. It's too unfriendly to people like me, who don't even know how to code.)


Alright, here's the brandish frames for those who want a "support" unit. The full shp can actually be finished in two or three hours, but I'm starting to get lazy, though.


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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Wed Aug 03, 2016 4:52 am    Post subject: Reply with quote

Oil pipes.


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xanax
Vehicle Drone


Joined: 14 Nov 2013

PostPosted: Wed Aug 03, 2016 7:37 am    Post subject: Reply with quote

Hello Trans_C

These are amazing graphics! I am speechless. Surprised

Could you tell us more about your OpenRA compilation problems?
Could you paste the content of the exception.log file (located in "C:\Users\your_username\Documents\OpenRA\Logs\" under Windows) to http://pastebin.com ?

Edit:
Or you can just use this forum for more OpenRA-related support: http://www.ppmforums.com/index.php?f=929

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Fri Aug 05, 2016 10:07 am    Post subject: Reply with quote

xanax wrote:

Or you can just use this forum for more OpenRA-related support: http://www.ppmforums.com/index.php?f=929


Thank you for your attention! I'll make a thread there.



And now: Oil pipes ingame.


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PussyPus
Commander


Joined: 14 Jul 2015
Location: Underground Clone City

PostPosted: Fri Aug 05, 2016 5:00 pm    Post subject: Reply with quote

It looks nice, And how many foundations that SHP takes? It looks like over 9x7.
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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Fri Aug 05, 2016 7:14 pm    Post subject: Reply with quote

@PussyPus: I believe that it's made of separated pieces (like 1x1, 1x2, 2x1)

@Trans_C: Really nice pipes! Do they chain explode? Very Happy

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sat Aug 06, 2016 7:32 am    Post subject: Reply with quote

DonutArnold wrote:
Really nice pipes! Do they chain explode? Very Happy



Well...In my mod, yes.
Anyway they will be released once I finish their snow frames, so everyone can have a explosive pipe network in his mod.
But they will need to have patience to add 46 civillian buildings into their rules and art. Even placing them on the map is somewhat tiring, since they will need to manually pick what pieces to use.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Aug 06, 2016 7:59 am    Post subject: Reply with quote

Do you gave them damage frames?
If not, you could also think about using an Overlay with multiple frames, at least for the impassable ground pipes.
With the multiple frames Overlay, FinalAlert will show you the complete set of frames in the preview, which makes placing them a lot easier.

Anyway, nice work on them.
Some rust and dirt on them would be good though, so they don't look that shiny clean.


Another idea:
how about using 1 invisible dummy building with a 32 facing turret and then put many different pieces into the turret frames?
The mapper would then have to place only 1 building down and use the turrets facing for the right piece.
This way reducing drastically the number of separate buildings and you also see a preview in the map via the currently set turret facing.
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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sat Aug 06, 2016 1:28 pm    Post subject: Reply with quote

Unique! Bravo!
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Aug 06, 2016 1:41 pm    Post subject: Reply with quote

Possibly inspired by the set of pipes I posted a few months ago?
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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sun Aug 07, 2016 1:10 am    Post subject: Reply with quote

Mig Eater wrote:
Possibly inspired by the set of pipes I posted a few months ago?


Yes. And I have to admit that it's a quite great way to make civillian stuffs feel more industrialized.

It'll be even better to have standalone chimneys,  fractionating columns, storage tanks, and more.
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Aug 07, 2016 12:31 pm    Post subject: Reply with quote

I should probably point out that I was in turn inspired by similar pipes on Company of Heroes & Cuban Missile Crisis #Tongue
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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sat Aug 13, 2016 8:07 am    Post subject: Reply with quote

An Allied Disc Thrower.


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BySc
Scorpion Sniper


Joined: 07 Jul 2013
Location: Anywhere In The World

PostPosted: Sat Aug 13, 2016 9:39 am    Post subject: Reply with quote

Oo nice...
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G-E
General


Joined: 09 Feb 2015

PostPosted: Sat Aug 13, 2016 9:49 am    Post subject: Reply with quote

Nice pipes, but some of the joints/bends look a little ambiguous for placing since they look like they aren't centered to the cell?

Lin Kuei Ominae wrote:
Another idea:
how about using 1 invisible dummy building with a 32 facing turret and then put many different pieces into the turret frames?
The mapper would then have to place only 1 building down and use the turrets facing for the right piece.
This way reducing drastically the number of separate buildings and you also see a preview in the map via the currently set turret facing.

FA2 only has easy access to 8 facings, so this wouldn't work. Besides having arbitrary turn angles sounds like it would be hell to line up with other pipes...?

Of course this begs the question of whether this could be done with voxel turrets, at least you'd have access to a unified palette across theaters?
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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Mon Aug 22, 2016 9:25 am    Post subject: Reply with quote

A RA2-esque Soviet VDV infantryman.


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BySc
Scorpion Sniper


Joined: 07 Jul 2013
Location: Anywhere In The World

PostPosted: Mon Aug 22, 2016 11:11 am    Post subject: Reply with quote

Looks good, I loved.
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Damfoos
Grenadier


Joined: 27 Mar 2016

PostPosted: Mon Aug 22, 2016 11:26 am    Post subject: Reply with quote

I like the idea of making different infantry types out of that Conscript, but IMO, looks way to goofy for VDV. The greatcoat looks out of place on a specops infantry.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Aug 22, 2016 2:32 pm    Post subject: Reply with quote

I like it, too.  Better with normal face, perhaps?
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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Mon Aug 22, 2016 2:45 pm    Post subject: Reply with quote

It's really nice to see new quality RA2 infantry #Tongue

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malius123
Disk Thrower


Joined: 14 Aug 2010

PostPosted: Wed Aug 24, 2016 2:59 pm    Post subject: Reply with quote

the whole prone attack frames for melee infantry i skiped, just redid standard walking frames with the infantry using either a pyhiscal shield or energy shield. it came to me when i realised prone actually reduces damage for infantry. my next experiment is the extremly unrealistic animation of the infantryman , going in frenzy and parrying attacks while in prone, i realised though that the animation of the parrying would be constant, even when not being shot at

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EVA-251
General


Joined: 20 Feb 2005
Location: Somewhere in Michigan, I suppose.

PostPosted: Thu Aug 25, 2016 1:26 am    Post subject: Reply with quote

They aren't necessarily spec-ops, just top-notch airborne infantry. But that makes the greatcoat even less fitting, I guess.

Still looks pretty good
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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Thu Aug 25, 2016 8:24 am    Post subject: Reply with quote

Good infantries, i would love to see a Soviet Grenadier next from you. I really need one, i'm still using placeholder conscript-with-a-different-colored-coat artwork for them.
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BySc
Scorpion Sniper


Joined: 07 Jul 2013
Location: Anywhere In The World

PostPosted: Thu Aug 25, 2016 11:35 am    Post subject: Reply with quote

MustaphaTR wrote:
Good infantries, i would love to see a Soviet Grenadier next from you. I really need one, i'm still using placeholder conscript-with-a-different-colored-coat artwork for them.


Or maybe soviet molotov guy it would be nice.
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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sun Aug 28, 2016 7:37 am    Post subject: Reply with quote

A Soviet sniper...
Too much soviet stuff here, though.
So Allied Prism Trooper next time, no commie sniper today.


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BySc
Scorpion Sniper


Joined: 07 Jul 2013
Location: Anywhere In The World

PostPosted: Sun Aug 28, 2016 10:51 am    Post subject: Reply with quote

Nice.
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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Tue Aug 30, 2016 7:55 am    Post subject: Reply with quote

Prism trooper.
Maybe the recoil is too large for a prism weapon...never mind.


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BySc
Scorpion Sniper


Joined: 07 Jul 2013
Location: Anywhere In The World

PostPosted: Tue Aug 30, 2016 8:20 am    Post subject: Reply with quote

Wow, looks awesome.
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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Tue Aug 30, 2016 11:20 am    Post subject: Reply with quote

Very nice. Very Happy
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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Tue Aug 30, 2016 2:46 pm    Post subject: Reply with quote

Trooper fully charged!  Very Happy
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Damfoos
Grenadier


Joined: 27 Mar 2016

PostPosted: Tue Aug 30, 2016 6:56 pm    Post subject: Reply with quote

The backpack looks a bit weird to be honest, the "gun" is VERY large and the recoil is indeed excessive since it is a light-using weapon which shouldn't have any to begin with (but since no recoil looks boring, I guess it's better to have at least a small one).

Nonetheless, I like how you do more and more RA2-styled infantry, they look quite authentic and can have use in mods. I wish I could do these things too, I'd make a different SHP for MO Foehn Lancer then, since the Halo conversion one irks me for some reason.

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Underground Clone City

PostPosted: Wed Aug 31, 2016 1:09 am    Post subject: Reply with quote

Trans_C wrote:
Prism trooper.
Maybe the recoil is too large for a prism weapon...never mind.


Like it, Cause there is no prism trooper equal to tesla trooper = prism tower and tesla coil.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed Aug 31, 2016 4:16 am    Post subject: Reply with quote

Perhaps you should have it squat forward and grab the lens with both hands instead of a recoil?
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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Thu Sep 01, 2016 10:15 am    Post subject: Reply with quote

Some details changed and another no-recoil version.


Damfoos wrote:
I wish I could do these things too, I'd make a different SHP for MO Foehn Lancer then, since the Halo conversion one irks me for some reason.

Well, people will be able to freely edit my max files to make their own versions since I'll release the max files for it. I actually don't quite care about who are using my stuff...

G-E wrote:
Perhaps you should have it squat forward and grab the lens with both hands instead of a recoil?

The arm is too short for this.... Can't even reach the lens without large movements.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 01, 2016 10:42 am    Post subject: Reply with quote

How about giving him a charge anim like this with parts of the equipment starting to glow and that arm movement showing the powering up

Since it's energy based, there shouldn't be any recoil imo.
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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Tue Sep 06, 2016 1:45 pm    Post subject: Reply with quote

Remaking something that some people might be interested in...


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BySc
Scorpion Sniper


Joined: 07 Jul 2013
Location: Anywhere In The World

PostPosted: Tue Sep 06, 2016 2:24 pm    Post subject: Reply with quote

Hmm looks better .
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deathreaperz
Commander


Joined: 20 May 2013
Location: Creativity Corp, ID Division

PostPosted: Tue Sep 06, 2016 11:01 pm    Post subject: Reply with quote

YAY! A remake! "She" will be proud
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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Wed Sep 07, 2016 1:13 am    Post subject: Reply with quote

Uhm, question, if I may, how do you handle the hair? you make some planes and then apply a cloth anim, or you just have some unanimated planes there?
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AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Wed Sep 07, 2016 1:15 am    Post subject: Reply with quote

Nolt wrote:
Uhm, question, if I may, how do you handle the hair? you make some planes and then apply a cloth anim, or you just have some unanimated planes there?


Simply unanimated planes.
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malius123
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Joined: 14 Aug 2010

PostPosted: Wed Sep 07, 2016 5:57 pm    Post subject: Reply with quote

god thats awesome , made so many custom edits of the original, , trying to make her ts friendly, ie ts style helmet

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AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sun Sep 11, 2016 12:26 am    Post subject: Reply with quote

Well, It looks awful...


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malius123
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Joined: 14 Aug 2010

PostPosted: Sun Sep 11, 2016 12:51 am    Post subject: Reply with quote

hmmm, the features that made the last youmuu shp  stand out was the hip sheath and the unique atk and death anim. the version you've show case above is like her evil twin with a rather larger back sheathe.

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