Posted: Tue Mar 26, 2019 3:07 pm Post subject:
[RA2]GDI light infantry FIXED!
Subject description: With no wrongs!
After learning from the last experience, I fixed the last problem and adjusted the material. This time the infantry has no problems, and it comes with a set of available sequences. Because it is very large, it can be scaled to your favorite. Size, welcome to download ~
[GDIRMSequence]
Ready=0,1,1
Guard=0,1,1
Walk=8,7,7
FireUp=64,7,7
Idle1=120,61,0,S
Idle2=181,60,0,E
Crawl=241,7,7
Prone=241,1,7
Cheer=329,32,0,E
Die1=313,16,0
Die2=297,16,0
FireProne=361,7,7
Down=433,2,2
Up=417,2,2
Paradrop=5,1,0
Panic=8,7,7
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1
PS: I've only used Google translator for the expression "asíq ue..."
I don't have plans to ban people for this reason, but common sense says that we should speak english in public. It is an english speaking forums anyway. If you guys PM each other in spanish, there is no problem. I've already PMed a bunch of people here in portuguese. Obviously, I was talking to people who understood my portuguese (aka. other brazilians). Last edited by Banshee on Thu Apr 04, 2019 4:04 am; edited 2 times in total QUICK_EDIT
Way too big... unless you entirely replaced all the "big" buildings with really large "small" buildings, perhaps even bigger than the New England style houses in YR.
Apart from the already mentioned too big, i fear it's also unusable when scaled down. This because legs/arms are very thin right now and when scaled down surely create holes, missing pixel as they get scaled down to a single pixel width or less (thus holes/missing pixel).
When creating infantry for TS/RA2, you don't go for realistic proportions.
The common way is to create it, like it's height is reduced by 20%, thus having width/length a bit unproportional thicker than on a realistic scaled model.
In addition are small scaled results directly created by the renderer much better than with any available resize tool afterwards. (resizetool results are pixelized or blurred with antialiase or worse)
For several tiny/thin things i often have to use a Push modifier (3ds max to inflate a mesh like a balloon) to blow the scale to 1.5, sometimes even 2 times the normal scale, to avoid any pixel holes.
The remap areas for example are way too small. When scaled down to RA2 size, they are not more than a single pixel. Ingame it would be impossible to tell the teams color.
In short: creating something big, to have it scaled down afterwards leads to poor results and/or lots of manual fixing work.
Best is to scale it perfectly right away. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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