GI
The GI's Deployed Machine Gun Muzzle Fire wasn't using unlit colors causing the gunfire to not "glow" on dark maps. No changes to the Sequence.
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Initiate
The Initiate's Muzzle Fire wasn't using unlit colors causing the gunfire to not "glow" on dark maps. No changes to the Sequence.
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Chrono Legionnaire
The Chrono Legionnaire had firing frames where he was in a different spot on the canvas making him look jumpy when attacking. I also tried fixing up the Cheer Frames to be smoother.
You sure like doing this don't you? xD Might as well fix all the other stuff too. Like the ZShape/Move-something-tag. I honestly can't remember it right now. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
You sure like doing this don't you? xD Might as well fix all the other stuff too. Like the ZShape/Move-something-tag. I honestly can't remember it right now.
Well my goal on the SHPs right now is to remove the unnecessary pixels and convert them all to TS Shadows Proper.
I've found some of which I've corrected now.
- Slave has missing remaps
- Tesla Trooper missing/extra frames
- Dolphin missing firing frame _________________ ~ Excelsior ~ QUICK_EDIT
Well both games have similar palettes, so it will work in either. He just means the shadows are transparent (like in TS) when in YR they were pure black. QUICK_EDIT
Ah, I see. but TS shadows were also oblique (as in a sunset or sunrise), while RA2 were vertical; that is why I asked. It does look RA2 size (well, it would be a big trooper in TS ) but if shadows would be that other way (long and to a side), it wouldn't fit right. However, I think from what you say they are still vertical, only faded... _________________
Updated the Chrono Legionnaire. I fixed his firing frames where he moved a few pixels up on the canvas. And I've done a fix to his cheer frames as best as I can. Here is his new Sequence.
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