:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::
Do you want to advertise at Project Perfect Mod. Find out how to do it HERE.

The time now is Tue Jan 17, 2017 11:41 pm
All times are UTC + 0
 Forum index » Modding Central » Media Hut » SHPs
EMP Device (superweapon) [RA2/YR]
Moderators: Global Moderators, Media Hut Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [25 Posts] View previous topic :: View next topic
Author Message
HG_SCIPCION
Scorpion Sniper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Sat Dec 03, 2016 6:03 pm    Post subject:   EMP Device (superweapon) [RA2/YR] Reply with quote

...
works with same codes of Genetic Mutator of YR, but with diferent number of frames...

Containt:
-Buildup anim.
-3 images for cameo.
-All animations with damaged states.

Code:

[YAGNTC_F]
Start=0
End=31

[YAGNTC_FD]
Start=31
End=62

[YAGNTC_G]
Start=15
LoopStart=15
LoopEnd=31

[YAGNTC_GD]
Start=47
LoopStart=47
LoopEnd=62

[YAGNTC_H]
Start=0
End=31

[YAGNTC_HD]
Start=32
End=62

[YAGNTC_P]
Start=15
LoopStart=15
LoopEnd=16

[YAGNTC_PD]
Start=47
LoopStart=47
LoopEnd=48



Ingame is:                                                                             With glow (only render)
http://i.imgur.com/BP9cdes.mp4 (long gif)
                           


Renders:



Credits are optional...


Orbital_EMP.rar
 Description:

Download
 Filename:  Orbital_EMP.rar
 Filesize:  6.59 MB
 Downloaded:  250 Time(s)


_________________
...
waiting

Back to top
View user's profile Send private message Visit poster's website
Speeder
Commander


Joined: 03 Sep 2004
Location: Point Hope

PostPosted: Sat Dec 03, 2016 6:06 pm    Post subject: Reply with quote

That's very cool.
_________________

Back to top
View user's profile Send private message Visit poster's website MSN Messenger
G-E
Commander


Joined: 09 Feb 2015

PostPosted: Sat Dec 03, 2016 6:17 pm    Post subject: Reply with quote

I like the zapping anim on the damaged one more than the funny halo on the right... still very nice work Smile
_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
temp
Rocket Infantry


Joined: 17 Oct 2015

PostPosted: Sat Dec 03, 2016 7:18 pm    Post subject: Reply with quote

I lOVE YOU!!
Finally found a nice big dish building as a superweapon!!

also are you interested in making a superweapon that looks like a hammer and hits ground to make an earthquake? Very Happy
_________________
Feeling happy Smile

Back to top
View user's profile Send private message
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Dec 03, 2016 10:35 pm    Post subject: Reply with quote

Reminds me of

http://cnc.wikia.com/wiki/Orbital_Collider
_________________

Back to top
View user's profile Send private message Visit poster's website
Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Sun Dec 04, 2016 2:24 am    Post subject: Reply with quote

I like that animation!
_________________
The Fall of Hammerfest - Epic Tiberian chain story

Tiberian Odyssey mapping department
The Team Black Index - Steam: TeamBlack aka BeastMode

Back to top
View user's profile Send private message
Trans_C
Rocket Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sun Dec 04, 2016 6:16 am    Post subject: Reply with quote

This is fantastic!
It's a pity that, in most of the mods, it would fit nowhere...
_________________

Back to top
View user's profile Send private message
temp
Rocket Infantry


Joined: 17 Oct 2015

PostPosted: Sun Dec 04, 2016 12:44 pm    Post subject: Reply with quote

Trans_C wrote:
This is fantastic!
It's a pity that, in most of the mods, it would fit nowhere...


it can fit as a big satellite dish.
_________________
Feeling happy Smile

Back to top
View user's profile Send private message
Iowa3
Vehicle Drone


Joined: 08 Aug 2013
Location: China

PostPosted: Sun Dec 04, 2016 2:48 pm    Post subject: Reply with quote

Amazing work!
_________________
Squeak!

Back to top
View user's profile Send private message
4StarGeneral
Commander


Joined: 14 Sep 2006
Location: Whatever my IP says today.

PostPosted: Sun Dec 04, 2016 6:10 pm    Post subject: Reply with quote

Looks really nice, especially the broken animation. Don't really care for the way the fan closes together though if I can give some feedback and for an RA2 building, it'll be the only one without a base.
_________________
"Don't beg for things; Do it yourself or you'll never get anything."
Lin Kuei Ominae wrote:
wrong forum. this is not minecraft.


Back to top
View user's profile Send private message Send e-mail AIM Address MSN Messenger
HG_SCIPCION
Scorpion Sniper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Mon Dec 05, 2016 11:51 pm    Post subject: Reply with quote

Quote:
also are you interested in making a superweapon that looks like a hammer and hits ground to make an earthquake? Very Happy


maybe this?



Quote:
Reminds me of

http://cnc.wikia.com/wiki/Orbital_Collider


haha yes, is it.


Thanks for the good comments guys.
_________________
...
waiting

Back to top
View user's profile Send private message Visit poster's website
XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Tue Dec 06, 2016 9:18 pm    Post subject: Reply with quote

You're good dude Very Happy

Back to top
View user's profile Send private message MSN Messenger
temp
Rocket Infantry


Joined: 17 Oct 2015

PostPosted: Wed Dec 07, 2016 5:26 pm    Post subject: Reply with quote

HG_SCIPCION wrote:
Quote:
also are you interested in making a superweapon that looks like a hammer and hits ground to make an earthquake? Very Happy


maybe this?





Nice, but need hammer look, such MO's hammer defence but 3x3.
Anyway Very nice work.
_________________
Feeling happy Smile

Back to top
View user's profile Send private message
chr0nicz420
Soldier


Joined: 10 Feb 2016

PostPosted: Thu Dec 08, 2016 4:51 pm    Post subject: Reply with quote

Does the buildup working to anyone? For some reason it's not working to me...

Back to top
View user's profile Send private message
HG_SCIPCION
Scorpion Sniper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Thu Dec 08, 2016 8:46 pm    Post subject: Reply with quote

Quote:
Nice, but need hammer look, such MO's hammer defence but 3x3.
Anyway Very nice work.


I dont like copy concept from other mods #Tongue sorry... thank you anyway

chr0nicz420 wrote:
Does the buildup working to anyone? For some reason it's not working to me...


ehmm... dunno. works fine replacing the power plant aniamiton (GGPOWR.shp) I use new palette and 2x2, looks bad for this reason. but the animation works fine:


_________________
...
waiting

Back to top
View user's profile Send private message Visit poster's website
WinterKonata
Civilian


Joined: 28 Sep 2016

PostPosted: Tue Dec 20, 2016 6:01 pm    Post subject: Reply with quote

nc building +1

Back to top
View user's profile Send private message
HalloKroko
Guest




PostPosted: Thu Jan 05, 2017 9:58 pm    Post subject: Reply with quote

Looks good. But the shadows are not in the right color.
The building animation can have a maximum of 98 images (shadow counts with), otherwise the building animation does not work!
The vertical blue stripes in the film are not included in the animation.

Back to top
HG_SCIPCION
Scorpion Sniper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Thu Jan 05, 2017 10:51 pm    Post subject: Reply with quote

Quote:
Looks good. But the shadows are not in the right color.
The building animation can have a maximum of 98 images (shadow counts with), otherwise the building animation does not work!
The vertical blue stripes in the film are not included in the animation.



I dont known what is the problem with 98 frames (the gifs are from ingame, using ARES) the colors of the shadow make any diference? maybe reendiment, but more that the render of a simple voxel?
The vertical stripes are a test with a effect (imposible to implement for the game) only a preview...
_________________
...
waiting

Back to top
View user's profile Send private message Visit poster's website
Atomic_Noodles
General


Joined: 05 Oct 2011

PostPosted: Fri Jan 06, 2017 5:28 am    Post subject: Reply with quote

What colors are used in the shadow frames do not matter. Any entry in the shadow frames are used by the engine as the shadows for rendering.

Yest technically #1 on the SHP Palette is the shadow. But you can also use that on the non-shadow frames for extra palette colors.

Some modders prefer to recolor any pixels in the shadow frames for consistency for converting process or just because.
_________________
~ Excelsior ~

Last edited by Atomic_Noodles on Fri Jan 06, 2017 3:06 pm; edited 2 times in total

Back to top
View user's profile Send private message Visit poster's website
HalloKroko
Guest




PostPosted: Fri Jan 06, 2017 9:57 am    Post subject: Reply with quote

The second color of the palette is the shadow.
The animation determines the amount of frames so that:
Start = 15
LoopStart = 15
LoopEnd = 31
Because no such entries exist for a buildup your buildup with 122 images does not work. See comment by chr0nicz420.
Whether it's different with Ares I don't know.

Back to top
Natit_Titan
Cyborg Soldier


Joined: 20 May 2012

PostPosted: Fri Jan 06, 2017 2:06 pm    Post subject: Reply with quote

chr0nicz420 wrote:
Does the buildup working to anyone? For some reason it's not working to me...


yeah, me too. I can't fix it

Code:

[YAGNTCEMP]
Remapable=yes
Normalized=yes
Height=8
CameoPCX=YAGNTCEMPICON.PCX
Foundation=3x3
Buildup=YAGNTCEMPMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
SuperAnim=YAGNTCEMP_E
SuperAnimDamaged=YAGNTCEMP_ED
SuperAnimZAdjust=-200
SuperAnimTwo=YAGNTCEMP_F
SuperAnimTwoDamaged=YAGNTCEMP_FD
SuperAnimTwoZAdjust=-50
SuperAnimThree=YAGNTCEMP_G
SuperAnimThreeDamaged=YAGNTCEMP_GD
SuperAnimThreeZAdjust=-50
SuperAnimFour=YAGNTCEMP_H
SuperAnimFourDamaged=YAGNTCEMP_HD
SuperAnimFourZAdjust=-50
SuperLowPower=YAGNTCEMP_P
SuperLowPowerDamaged=YAGNTCEMP_PD
SuperLowPowerPowered=false
SuperAnimPowered=false
SuperAnimTwoPowered=false
SuperAnimThreePowered=false
SuperAnimFourPowered=false
SuperAnimThreePoweredEffect=true
OccupyHeight=2
CanBeHidden=False
DamageFireOffset0=-2,59
AddOccupy1=-1,-1
[YAGNTCEMPMK]
Normalized=yes
Surface=yes
Rate=220
NewTheater=no
[YAGNTCEMP_E]
Normalized=yes
Start=89
LoopStart=90
LoopEnd=1
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
[YAGNTCEMP_ED]
Image=YAGNTCEMP_ED
Normalized=yes
Start=149
LoopStart=149
LoopEnd=150
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
[YAGNTCEMP_F]
Image=YAGNTCEMP_E
Start=0
End=31
Rate=200
Layer=ground
StartSound=GeneticMutatorOpen
NewTheater=yes
Shadow=yes
[YAGNTCEMP_FD]
Image=YAGNTCEMP_ED
Start=0
End=25
Rate=200
Layer=ground
StartSound=GeneticMutatorOpen
NewTheater=yes
Shadow=yes
[YAGNTCEMP_G]
Image=YAGNTCEMP_E
Start=31
LoopStart=31
LoopEnd=61
LoopCount=-1
Rate=200
Layer=ground
StartSound=GeneticMutatorReadyLoop
NewTheater=yes
Shadow=yes
[YAGNTCEMP_GD]
Image=YAGNTCEMP_ED
Start=25
LoopStart=25
LoopEnd=89
LoopCount=-1
Rate=200
Layer=ground
StartSound=GeneticMutatorReadyLoop
NewTheater=yes
Shadow=yes
[YAGNTCEMP_H]
Image=YAGNTCEMP_E
Start=61
End=90
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
[YAGNTCEMP_HD]
Image=YAGNTCEMP_ED
Start=90
End=150
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
[YAGNTCEMP_P]
Image=YAGNTCEMP_E
Start=61
LoopStart=61
LoopEnd=62
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
[YAGNTCEMP_PD]
Image=YAGNTCEMP_ED
Start=90
LoopStart=90
LoopEnd=91
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes

_________________

Back to top
View user's profile Send private message
HG_SCIPCION
Scorpion Sniper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Fri Jan 06, 2017 4:02 pm    Post subject: Reply with quote

OK...
build up frames depend of the BuildupTime=. I use 0.2 but ra2 vanilla use o 0.6 this is the problem...


yggntcmk.shp
 Description:
96 frames (fixed for ra2 vanilla)

Download
 Filename:  yggntcmk.shp
 Filesize:  410.59 KB
 Downloaded:  14 Time(s)


_________________
...
waiting

Back to top
View user's profile Send private message Visit poster's website
Natit_Titan
Cyborg Soldier


Joined: 20 May 2012

PostPosted: Fri Jan 06, 2017 4:06 pm    Post subject: Reply with quote

it works. Thank you
_________________

Back to top
View user's profile Send private message
NimoStar
Shrapnel Sniper


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jan 10, 2017 12:41 am    Post subject:   Reply with quote

I asked several times that Ares includes a very simple code for making every "buildup time" in every building different to prevent errors like this, But Graion Dilach closes all of my thread in Ares PPM forum...

It would be something like

Object.BuildupTime=0.x

In the building codes.

"BuildupTime=" would still be used for default.

This is not hard to implement.
_________________

Back to top
View user's profile Send private message Visit poster's website
Guest
Guest




PostPosted: Wed Jan 11, 2017 10:27 am    Post subject: Reply with quote

The only problem i have with it is when i protect with walls, the building appears above the walls. help?

Back to top
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [25 Posts] View previous topic :: View next topic
 Forum index » Modding Central » Media Hut » SHPs
Jump to:  
Quick Reply
Username:


If you are visually impaired or cannot otherwise play the game below please contact the Administrator for help.


 
You cannot post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.3328s ][ Queries: 13 (0.0067s) ][ Debug on ]