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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 12-30-2002, 10:04 PM   #151 (permalink)
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Quote:
Originally Posted by TangyTom
Miners explodea and ore shoots out?
Some kind of Tesla explosions for the Tesla Tanks?
For the miners, I think that there's a AnimToOverlay tag in art(md).ini, is there not?
For the tesla explosion, perhaps a smaller version of the Residual Tesla Effects left by an exploding Tesla Reactor
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Old 12-30-2002, 10:29 PM   #152 (permalink)
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Quote:
Originally Posted by ArgCmdr
Buildup

Nice but could be better...

-The base should grow rather than just suddenly appear full size
-The steps would look nicer if they grew up one step at a time
-The barrels just appear abruptly
-There's a pixel offset error - you're going to have to fix about half the frames
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Old 12-30-2002, 10:45 PM   #153 (permalink)
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Base, yea, but makes buildup look bad in isometrics (already checked), its count of pixels in not pair
I wanted the offset to make thestabilization effect...signal it stops moving, and that that part is already raised
Tried to make the steps grow from below and from the side but it downt look good, Besides havn them that way would need to s go with the rythm of the rest of the buildup and i would have to add a hell of frames
Barrels...well nothin gi can do about that, as they cant grow from ground :P
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Old 12-31-2002, 12:08 AM   #154 (permalink)
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I mean, Lpark, i wuz wondering if u can MAKE me one coz i lack knowledge, imagination, patience & time to do one (editing every shp of it! damn time consuming!). if u read this, hope u can do this r if not, can u let sum1 do it for me? just e-mail everything 2 me in a zip file. tnx.
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Old 12-31-2002, 01:17 AM   #155 (permalink)
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Quote:
Originally Posted by ArgCmdr
Base, yea, but makes buildup look bad in isometrics (already checked), its count of pixels in not pair
It doesn't have to be exact, just take the first frame and resize it down to make new, earlier frames
Quote:
I wanted the offset to make thestabilization effect...signal it stops moving, and that that part is already raised
Tried to make the steps grow from below and from the side but it downt look good, Besides havn them that way would need to s go with the rythm of the rest of the buildup and i would have to add a hell of frames
Don't need that many frames if you have everything happening at once...
Quote:
Barrels...well nothin gi can do about that, as they cant grow from ground :P
Yeah they can, check out the war factory buildups, it's amazing what grows from the ground in this game :drunk:

Really though the big deal is the pixel offset error, look closely and you will see the pad area shift to the side.
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Old 12-31-2002, 02:33 PM   #156 (permalink)
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ArgCmdr, what program do you use for making the buildup animation? PSP?
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Old 12-31-2002, 03:03 PM   #157 (permalink)
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All those qualities you mentioned are a prerequisite of good modding

besides you can download any Howitzer voxel or USE THE ONE ALREADY IN THE GAME FILES

I dont do SHPs

Voxels and Ini editing only
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Old 12-31-2002, 06:32 PM   #158 (permalink)
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Yep, i use PSP only, and Animation Shop to complie the gif.

More news from the front got active anims1 for the pad (4 flashing lights), i have the anim sequnce for the second one (2 remapable flags), and i have finished two new graphics available at http://yrarg.cncguild.com when i am able to clean the serverīs hard disks (couple of hours), this is:

Remapable flag (helping to SHP creation, its a flag thats in remaps in 100%, 75% and 50% of country flags in the game:



This new cameos, based off an avatar i was asked to make. 10 in total although image shows 6.
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Old 01-01-2003, 10:48 AM   #159 (permalink)
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You ARE STORMING with your graphix ARG. Brill
Ill Talk to you when you come on
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Old 01-01-2003, 01:55 PM   #160 (permalink)
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Im done with all anims of the air pad, hopefully it should work with its height pad. Ill now post previews of the next thing im gonna finish, an Allied Service Depot.
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