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Big Soviet Turret
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Nooze
Cyborg Soldier


Joined: 05 May 2009
Location: Finland

PostPosted: Mon Oct 30, 2017 3:11 am    Post subject:  Big Soviet Turret Reply with quote  Mark this post and the followings unread

Here's the big Soviet turret I made. Damaged and buildup frames included.



ngturr 0021.png
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ngturr 0021.png



ngturr.rar
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 Filename:  ngturr.rar
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OverWatch
Rocket Infantry


Joined: 23 Jun 2016
Location: The lijiang tower

PostPosted: Mon Oct 30, 2017 3:12 am    Post subject: Reply with quote  Mark this post and the followings unread

nice work!

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Oct 30, 2017 3:33 am    Post subject: Reply with quote  Mark this post and the followings unread

The large turret literally passes through the base in buildup. Maybe it can be made more smoothly.

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PostPosted: Sat Nov 04, 2017 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Anyone has an art code for this? Haven't done anything that the turret itself as a base. Yes I manage to appear it in game but I can't make its damaged version to work.

Code:
[SOVTUR]
Normalized=yes
Cameo=SOVTURICON
Remapable=yes
NewTheater=yes
Foundation=2x2
Height=3   ; experiment with this
Buildup=SOVTURMK
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=300,0,150
CanHideThings=True
CanBeHidden=False
OccupyHeight=2
DamageFireOffset0=-1,28

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Nov 04, 2017 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use TurretAnimDamaged= on the buildings rules entry.

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sat Nov 04, 2017 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's nice but I just wish the turret and the base are separated.
Spoiler (click here to read it):



Last edited by chr0nicz420 on Sat Nov 04, 2017 5:56 pm; edited 1 time in total

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Nov 04, 2017 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can fix the overlapping with ZAdjust= & TurretAnimZAdjust=.

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sat Nov 04, 2017 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay I managed to fix it and the source was my dumb code. The turret art code has Layer=ground.

Anyway, here's the real reason why I want the base and the turret separated.



I'm not only referring to the height but also selecting the "invisible" base of the turret. Or maybe I'm just a noob and I just dunno how to solve this.

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Noob
Guest




PostPosted: Sat Nov 04, 2017 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

it looks like it’s just not centered

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Nov 04, 2017 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

In SHP builder, go to resize canvas and cut about 40 from the bottom.

Attaching sample converted SHP with code.



ngturr_Nooze.zip
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 Filename:  ngturr_Nooze.zip
 Filesize:  132.84 KB
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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sun Nov 05, 2017 7:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh so it's the canvas' fault.

Although, I should've figured that out but well since I just got back to modding my YR again.

Anyway, thanks!

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PostPosted: Wed Nov 15, 2017 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Consider me a fan of it! Would someone share their Cameo?

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Sun May 23, 2021 10:09 am    Post subject: Reply with quote  Mark this post and the followings unread

in the very first download there are no SHP files just PNG files.

can you provide the ship files and the ingame rules code please

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