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Yuri Psychic Anti-Gravity Alien Summoner Airfield
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Jan 15, 2018 5:32 am    Post subject:  Yuri Psychic Anti-Gravity Alien Summoner Airfield
Subject description: First try on custom palettes :S
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Yuri army utilizes these structures to summon alien spacecrafts like floating disks, magbirds, and... from other dimensions.
Those metal rings are charged with large enough psychic energy instantly to cause a spatial warp, bringing alien spacecrafts to near earth.





SCRN.20180124-184214-00295.png
 Description:
Adapted to kenosis's setup
 Filesize:  311.58 KB
 Viewed:  21331 Time(s)

SCRN.20180124-184214-00295.png



sample2.zip
 Description:
Adapted to kenosis's setup

Download
 Filename:  sample2.zip
 Filesize:  1.46 MB
 Downloaded:  865 Time(s)


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Last edited by cxtian39 on Thu Jan 25, 2018 2:56 am; edited 1 time in total

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Fryone
Cyborg Soldier


Joined: 30 Mar 2015
Location: Russia

PostPosted: Mon Jan 15, 2018 7:48 am    Post subject: Reply with quote  Mark this post and the followings unread

wow

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Mon Jan 15, 2018 8:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Finally a new Yuri asset!

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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Mon Jan 15, 2018 12:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

The codes doesn't work without ARES right? is there any chance to use the asset in vanilla yuri? i tried coding it, and it's difficult.

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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Mon Jan 15, 2018 1:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks goodi thanks for sharing.

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Mon Jan 15, 2018 5:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

geof101 wrote:
The codes doesn't work without ARES right? is there any chance to use the asset in vanilla yuri? i tried coding it, and it's difficult.


I'm not sure if it'll work without Ares because of the Palette thing. Anyway, try this? This is what I do to my art code:

Spoiler (click here to read it):
Code:
[YAAIRB]
Cameo=yapadicon
RemoveOccupy1=1,0
RemoveOccupy2=0,1
ZShapePointMove=0,-30
Foundation=3x3
Remapable=yes
Normalized=yes
Buildup=YAAIRBMK
Height=8
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
Palette=yairc
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
AddOccupy1=-2,-2
DamageFireOffset0=-27,37
DamageFireOffset1=24,25
DamageFireOffset2=5,-13
DockingOffset0=-30,-20,0
DockingOffset1=-30,236,0
DockingOffset2=226,0,0
DockingOffset3=226,236,0
ActiveAnim=YAAIRB_A
ActiveAnimDamaged=YAAIRB_AD
ActiveAnimZAdjust=-5
ActiveAnimYSort=100
ActiveAnimTwo=YAAIRB_B
ActiveAnimTwoDamaged=YAAIRB_BD
ActiveAnimTwoZAdjust=-5
ActiveAnimTwoYSort=700
ActiveAnimTwoPowered=yes
Flat=yes
BibShape=YAAIRBBB
;SuperAnim=YAAIRB_G
;SuperAnimDamaged=YAAIRB_GD
;SuperAnimYSort=700
;SuperAnimZAdjust=-5
;SuperAnimTwo=YAAIRB_F
;SuperAnimTwoDamaged=YAAIRB_FD
;SuperAnimTwoYSort=700
;SuperAnimTwoZAdjust=-5
ActiveAnimThree=YAAIRB_E
ActiveAnimThreeDamaged=YAAIRB_ED
ActiveAnimThreeYSort=700
ActiveAnimThreeZAdjust=-5
ActiveAnimThreePowered=yes
;SuperAnimFour=YAAIRB_H
;SuperAnimFourDamaged=YAAIRB_HD
;SuperAnimFourYSort=700
;SuperAnimFourZAdjust=-5

[YAAIRBBB]
Layer=ground

[YAAIRB_A]
NewTheater=yes
Normalized=yes
LoopCount=-1
Rate=350
Layer=ground
Shadow=yes

[YAAIRB_AD]
NewTheater=yes
Normalized=yes
LoopCount=-1
Rate=200
Layer=ground
Shadow=yes

[YAAIRB_B]
NewTheater=yes
Normalized=yes
LoopCount=-1
Rate=300
Layer=ground
NewTheater=yes
Shadow=yes

[YAAIRB_BD]
NewTheater=yes
Normalized=yes
LoopCount=-1
Rate=300
Layer=ground
NewTheater=yes
Shadow=yes

[YAAIRB_E]
Image=YAAIRB_E
Normalized=yes
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
LoopCount=-1

[YAAIRB_ED]
Image=YAAIRB_ED
Normalized=yes
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
LoopCount=-1

[YAAIRB_F]
Normalized=yes
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
LoopCount=1

[YAAIRB_FD]
Normalized=yes
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
LoopCount=1

[YAAIRB_G]
Normalized=yes
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
Start=0
LoopStart=0
LoopEnd=1
LoopCount=-1

[YAAIRB_GD]
Image=YAAIRB_G
Normalized=yes
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
Start=1
LoopStart=1
LoopEnd=2
LoopCount=-1

[YAAIRB_H]
Start=0
LoopStart=0
LoopEnd=1
Normalized=yes
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
LoopCount=1

[YAAIRB_HD]
Image=YAAIRB_H
Start=1
LoopStart=1
LoopEnd=2
Normalized=yes
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
LoopCount=1

[YAAIRBDM]
Layer=ground
NewTheater=yes
Rate=75
DemandLoad=true
Shadow=yes
AltPalette=yes


There's also a spelling error on the urban palette which is yaircturb.pal. Just remove the "t".

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SightHawk
Cyborg Engineer


Joined: 23 Mar 2016
Location: Vertex HQ

PostPosted: Tue Jan 16, 2018 4:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Can you share with us the code behind that floating disc spawn from yuri's airfield??

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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Tue Jan 16, 2018 10:20 am    Post subject: Reply with quote  Mark this post and the followings unread

chr0nicz420 wrote:
geof101 wrote:
The codes doesn't work without ARES right? is there any chance to use the asset in vanilla yuri? i tried coding it, and it's difficult.


I'm not sure if it'll work without Ares because of the Palette thing. Anyway, try this? This is what I do to my art code:

Spoiler (click here to read it):
Code:
[YAAIRB]
Cameo=yapadicon
RemoveOccupy1=1,0
RemoveOccupy2=0,1
ZShapePointMove=0,-30
Foundation=3x3
Remapable=yes
Normalized=yes
Buildup=YAAIRBMK
Height=8
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
Palette=yairc
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
AddOccupy1=-2,-2
DamageFireOffset0=-27,37
DamageFireOffset1=24,25
DamageFireOffset2=5,-13
DockingOffset0=-30,-20,0
DockingOffset1=-30,236,0
DockingOffset2=226,0,0
DockingOffset3=226,236,0
ActiveAnim=YAAIRB_A
ActiveAnimDamaged=YAAIRB_AD
ActiveAnimZAdjust=-5
ActiveAnimYSort=100
ActiveAnimTwo=YAAIRB_B
ActiveAnimTwoDamaged=YAAIRB_BD
ActiveAnimTwoZAdjust=-5
ActiveAnimTwoYSort=700
ActiveAnimTwoPowered=yes
Flat=yes
BibShape=YAAIRBBB
;SuperAnim=YAAIRB_G
;SuperAnimDamaged=YAAIRB_GD
;SuperAnimYSort=700
;SuperAnimZAdjust=-5
;SuperAnimTwo=YAAIRB_F
;SuperAnimTwoDamaged=YAAIRB_FD
;SuperAnimTwoYSort=700
;SuperAnimTwoZAdjust=-5
ActiveAnimThree=YAAIRB_E
ActiveAnimThreeDamaged=YAAIRB_ED
ActiveAnimThreeYSort=700
ActiveAnimThreeZAdjust=-5
ActiveAnimThreePowered=yes
;SuperAnimFour=YAAIRB_H
;SuperAnimFourDamaged=YAAIRB_HD
;SuperAnimFourYSort=700
;SuperAnimFourZAdjust=-5

[YAAIRBBB]
Layer=ground

[YAAIRB_A]
NewTheater=yes
Normalized=yes
LoopCount=-1
Rate=350
Layer=ground
Shadow=yes

[YAAIRB_AD]
NewTheater=yes
Normalized=yes
LoopCount=-1
Rate=200
Layer=ground
Shadow=yes

[YAAIRB_B]
NewTheater=yes
Normalized=yes
LoopCount=-1
Rate=300
Layer=ground
NewTheater=yes
Shadow=yes

[YAAIRB_BD]
NewTheater=yes
Normalized=yes
LoopCount=-1
Rate=300
Layer=ground
NewTheater=yes
Shadow=yes

[YAAIRB_E]
Image=YAAIRB_E
Normalized=yes
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
LoopCount=-1

[YAAIRB_ED]
Image=YAAIRB_ED
Normalized=yes
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
LoopCount=-1

[YAAIRB_F]
Normalized=yes
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
LoopCount=1

[YAAIRB_FD]
Normalized=yes
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
LoopCount=1

[YAAIRB_G]
Normalized=yes
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
Start=0
LoopStart=0
LoopEnd=1
LoopCount=-1

[YAAIRB_GD]
Image=YAAIRB_G
Normalized=yes
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
Start=1
LoopStart=1
LoopEnd=2
LoopCount=-1

[YAAIRB_H]
Start=0
LoopStart=0
LoopEnd=1
Normalized=yes
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
LoopCount=1

[YAAIRB_HD]
Image=YAAIRB_H
Start=1
LoopStart=1
LoopEnd=2
Normalized=yes
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
LoopCount=1

[YAAIRBDM]
Layer=ground
NewTheater=yes
Rate=75
DemandLoad=true
Shadow=yes
AltPalette=yes


There's also a spelling error on the urban palette which is yaircturb.pal. Just remove the "t".


I already tried that, but for some reason, the foundation remains 2x2. I replaced the image of NAPSIS with the shp, but I don't know why it remained 2x2 when I build it, and the dockingoffset is off. Propbably it is just my code. Also, I replaced the foundation=custom to foundation=3x3 (because I don't use ARES).

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jan 16, 2018 10:42 am    Post subject: Reply with quote  Mark this post and the followings unread

If you are using Image= on a building that already has an art.ini entry it will use the foundation from the original section instead of the one specified with the Image tag. So you need to change the foundation of [NAPSIS] to 3x3 too.

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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Tue Jan 16, 2018 12:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you Miggy, it fixed it

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Artraiden
Medic


Joined: 23 Apr 2017

PostPosted: Tue Jan 16, 2018 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

very original & good building) did you have cameo for this without text?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Jan 16, 2018 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

No need for custom foundation, 3x3 suffices
You may also want to edit the superanims to a standard EFGH anims.
Looks like my trick is pretty successful y’all think the flying vehicles and the pad aircraft share the same building queue don’t you?

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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Wed Jan 17, 2018 12:23 am    Post subject: Reply with quote  Mark this post and the followings unread

It looked like the are 2 buildings, just sharing the same image? based on the codes.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu Jan 18, 2018 2:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Anyone made a cameo for this?

I suck at such things.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Jan 18, 2018 3:27 am    Post subject: Reply with quote  Mark this post and the followings unread

I didn't save the no text version
You can use this or make your own



yaairc2.png
 Description:
 Filesize:  121.59 KB
 Viewed:  20899 Time(s)

yaairc2.png



yaairc.png
 Description:
 Filesize:  5.87 KB
 Viewed:  20899 Time(s)

yaairc.png



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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Jan 19, 2018 9:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

.



ra2 building shadow scene.max
 Description:

Download
 Filename:  ra2 building shadow scene.max
 Filesize:  212 KB
 Downloaded:  75 Time(s)


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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Jan 20, 2018 7:53 am    Post subject: Reply with quote  Mark this post and the followings unread

With your set up the brain in jar gets almost completely shadowed



c.png
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 Viewed:  20691 Time(s)

c.png



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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Jan 20, 2018 10:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Noticed. Time to trash that old light set and find something new.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jan 20, 2018 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
With your set up the brain in jar gets almost completely shadowed

right click on the "brain in jar" model, select "Object Properties" and disable "Receive Shadows"

or

add another light source, click on the "Exclude" button, select the "Include" radio-button option, add the "brain in jar" models, so this light works for the brain only. Adjust the light properties how you want it

or

select the materials of the brain in jar and raise the Self-Illumination value. Not too much so it still has a little shadow effects for better visual depth.


That last version with the new lighting setup looks 100-times better. More details, better depth, better shadows visible.
Shadows might be a tad too strong though, so i would reduce the darkness to about 80%.

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Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Sun Jan 21, 2018 2:39 am    Post subject: Re: Yuri Psychic Anti-Gravity Alien Summoner Airfield Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Yuri army utilizes these structures to summon alien spacecrafts like floating disks, magbirds, and... from other dimensions.
Those metal rings are charged with large enough psychic energy instantly to cause a spatial warp, bringing alien spacecrafts to near earth.


Excellent work! Can you create version with airfield instead pads?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Jan 21, 2018 10:54 pm    Post subject: Re: Yuri Psychic Anti-Gravity Alien Summoner Airfield Reply with quote  Mark this post and the followings unread

Augusto wrote:
Excellent work! Can you create version with airfield instead pads?
Runway? Can you provide a design? Hand drawing is OK.

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Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Tue Jan 23, 2018 6:04 am    Post subject: Re: Yuri Psychic Anti-Gravity Alien Summoner Airfield Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Runway? Can you provide a design? Hand drawing is OK.


What do you think?


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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Jan 23, 2018 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

You mean like MO and other mods?
What happened to the small and compact design of the original ACHQ #Tongue

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PostPosted: Tue Jan 23, 2018 7:44 pm    Post subject: Re: Yuri Psychic Anti-Gravity Alien Summoner Airfield Reply with quote  Mark this post and the followings unread

Augusto wrote:


What do you think?


That's no yuri
I'm thinking  a more yuri-ish runway, not the MO one
TAK02 wrote:
You mean like MO and other mods?
What happened to the small and compact design of the original ACHQ #Tongue
They got large jet voxels can't fit into small pads

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Jan 28, 2018 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why people want runways while all aircafts are VTOL
I see no way to make aircafts use runways

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Fri Mar 16, 2018 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

How did you get that Floating Disc to take off??

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Mar 22, 2018 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

AnimalMan wrote:
How did you get that Floating Disc to take off??

They're Unit-Delivered
Ares Documentation wrote:
All objects are placed on the ground, including aircraft. Flying units that never land (e.g. the Rocketeer and Kirovs) will take off. Infantry squads are grouped in a single cell.

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