Posted: Sun Jun 19, 2005 3:13 pm Post subject:
What lurks in the shadows?
To show that TSR is not dead yet, I thought I would try and show some things I've been quietly working on. Opinions welcome as always.
I may add more pictures of other work later.
Updated HMEC2.PNG
Description:
I know there have been references to it, but I don't think a picture of my reworked Mammoth Mk.II ever went public. It is a resized voxel, and the voxel itself, every part, has been worked on by me, to give it more detail and shape.
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new harv.JPG
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A new harvester, one based on a combination of the beta Harvester Icon (as used in TSR) and the beta harvester seen in screenshots. Its based more on the icon.
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new track.JPG
Description:
I have always wanted to develop the train system of TS, and so this is personal work. I've made some junctions for the tracks. I have finished all the directions, but this screenie shows only a few of them. Whether it will be in TSR, I don't know.
Ooh, nice MK2. The harvester pwns!
I like the locomotives aswell. It looks like a combination between the old locomotive and the cargo car, plus some other things. Do the junctions work? QUICK_EDIT
As pointed out by several people on TumSun, the normals of the mammoths feet were incorrect (in fact, there were none, but still..) so here it is, some small details corrected from the last image, as well as better normals on the roof and feet of the mammoth.
Also, thank you for the very kind comments, I've been meaning to post up some stuff for a while.
@ Havoc, thanks for noticing the new trains, I've redone the train set, as well as added some extra cars, I'll see if I can find a pic I took of them. And yes, the junctions work like ordinary track.. however, the train can move from any track to the other, so for it to move in a single direction as suggested by the artwork of the tracks, waypoints would have to be used..
Updated Train.PNG
Description:
Train set, but not the complete train set.. this is just redos of the original train cars from TS.
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Nod Helipad.gif
Description:
This is an animation I made for the Nod Helipad. Its based off of one seen in the FMV "Hide and Seek" were several Banshee's are seen landing on pads. Its just an anim I've done, not garenteed in TSR.
@Muldrake: The new helipad is great. I noticed the trains cuz I'm a train lover . Nice trains, they're so air-o-dinamic. Reminds me of ICE.
And there is a way to make junctions work. It's an error in the game. Look in the pic below. Place tracks that close than put a train on of them. In a weird way, if you click on the other track (ingame) the train wont do all the trip to that point, it will move over the ground and directly to the place where you clicked. It's weird but it works.
BTW, when will you launch the mod, cuz I wanna see the trains 3d? QUICK_EDIT
Thanks Havoc.
I think you misunderstand me.
The trains can move from the different directions no problem, but there is nothing to stop them going the "wrong" way, as suggested by the track artwork.
The pic might explain it more.
This problem can be over-come by having the track used for map based trains, where they follow a set route governed by waypoints, but if you try moving them manually, then the train can go the wrong way.
junction direction.JPG
Description:
Blue = Right way, suggested by tracks.
Red = Wrong way.
The train can move both ways, and can go back through both routes also.
TSHyper,
You could, but you wouldn't want one that junction in every case. If the track is for map-based trains only, and under most circumstances they are, there is no problem. QUICK_EDIT
You do graphical art which is beyond me, I'd like to be able to, but I don't have the skills nor software. I'm just a pixel guy.. and sketcher and idea man. QUICK_EDIT
Me2. I'll start learning 3ds and gmax, but let's stop getting off-topic and start using the PM button.
@Muldrake: Tyler has a good idea there. QUICK_EDIT
@ Tiberium Harvester
Yes, but you haven't seen it deploy No one has, not even Smiff.. but I will reveal it soon.. very soon..
Okay I found another picture of my train set, (I made these a long time ago) it shows a few more cars that I made, namely a tanker car, an empty cargo car, and a weapons car, with a turret.
I have been doing research into different features with the trains, one of them being a weapons car. It works fine, in that the car acts like a tank on train tracks. The problem is, if its part of a train it and it finds a target, it will no longer follow the front car, and go its own path to hunt the target.
So, unless a single-car train with a turret is used, a weapons car would just be buggy, so not particularly good. Nice for decoration though
TSR Trains Resized.PNG
Description:
The extra cars can be seen in this pic. As you can tell, I do like making scenes especially for screenies ;). I wanted to make one for the Mk.II based on the FMV but I never got around to it.
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TSR Train.PNG
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Yes, that is a double engined train. One at each end.. ;) Love those TSR Light posts..
Ooh, nice . New cars. Are they turreted? Muldrake, STOP or I'll have a heart attack. You gave me some inspiration for mapping. The first pic is great. BTW, I dont like the huge light post. Today I played for the first time TS:R, cuz I just updated ts to 2.03. QUICK_EDIT
@Havoc
Stop what? And yes, the weapons cars do have turrets.
@Anderwin
These show all the pieces I have done so far, but I do have concepts for a few other pieces, namely a specialised Military train. Perhaps something based on the Soviet train found in JB: Goldeneye. QUICK_EDIT
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Mon Jun 20, 2005 9:42 pm Post subject:
*Says it in a Fat Albert voice* HEY HEY HEY!!!!! THOSE ARE THE BEST FUCKIN PICS OF THE DAY!!!!!!!! YEEEAAYYY!!!!!!!!!! _________________ Destroy to create. All for the hunt to dominate!
@Anderwin
Thanks, and I think the turret is a good size, but I could scale it down.
Okay moving away from trains for a bit..
Here is some work I did for improving the city scenery.
I've done some touched up City Buildings (My favourite ones from the available ones)
Also I've nabbed the lights found around various city buildings, as well as add new ones to make a complete set.
However, I know Gangster has done the same for his TX, so it probably makes these now obselete
I like the TSR big light-posts.. well I like the white ones, I don't like the brown ones. Also, I think they are good for lighting in a base, as its a bit realistic as you'd need huge light-posts to light up the area, and they do have them. But in the city, I think they stand out, hence I made these based from the other street ones seen in the city.
By the way, most of this stuff I'm showing was made last summer, I've been waiting to show it off for a while QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Tue Jun 21, 2005 4:44 pm Post subject:
Yes. the TTNK deploy anim owns. seriously. And seriously..can you make better damage frames for the Pyramids? the ones SMIFF did really suck ass... _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
@ Tiberium Harvester
Told you not to say, damn it
And the pyramid damage frames, I would think they would be beyond my ability.. I can only do small modifications at the moment. Maybe in time.
@Anderwin
The beta testing for TSR would be governed by SMIFF, not me, you'd have to speak to him. But work for TSR is slow at the moment, there is no need for Beta tests just yet.
Previous comments about a better GDI HPad anim, give me an idea for it, and I might consider it QUICK_EDIT
Infantry are due to be reduced in size, but that is something I can't really do. Well I guess I could.. but it would take a lot, and not something I'm wanting to leap out and do
Anyway, as previously mentioned, I have been working on a new tick-tank. Problem with new tick-tanks, is it deploys, so a change in voxel would need a change in the deploy anim. My voxel is a lot closer to resembling the tick tank images, in particular the one used in the TSR Cameo for it. And, I've attempted a deploy anim for it. Its not the best, and its probably not pretty.. I know it has bugs, for example varying brightness with the frames, but as I have no fancy programs or whatever, its the only way I could do.
Basically, I created a seperate model tick tank, for each part of the body, (body, turret, barrel) and then modified them until each I got an image of a slightly deployed tick-tank and used each ingame picture as a frame. The body was rotated 5' at a time, and the turret was manually offset.
I then manually worked on each frame to give the appearance that part of it was disappearing into a set layer of ground. Which is not easy to align and do, I can tell you!
It took a long time, and it certainly wasn't the best way to do it, but like I said, it was the only way I could do it. It is a bit jumpy in places, and the huge difference in the first few frames comes from the first image belonging to the single-voxel tick-tank unit, and the multi-voxel unit, used for the deploying anim.
This by the way, is a recent piece of work. The voxel was done last summer, the deploy anim was done over the last week.
Don't worry, I have the bmp files still saved, the gif is only being used to show the anim. I am still trying to add shadows and make sure the remap colours are okay. so there is still work to be done. And thanks very much for the comments!
And yeah, 100 posts. I didn't comment on it though, as everyone has far more than me, so everyone would think I'd be stupid if I celebrated it
My posts are few are far between, I usually reserve for when something really gets my attention for me to post, so if you get a post from me, feel honoured QUICK_EDIT
You don't need to resize the infantry yourself. In fact, I can't even find it being hard to resize them. I did it in about, say, half an hour, including finding & extracting them.
Hmm.. About the Helipad anims..
*gets out BS SHP builder & XCC Mixer* _________________
Okay, fine I must be wrong. I assumed you had to manually resize all the infantry frame by frame which would take forever.
Ah well..
Updated Deploying Anim:
Yeah i like this beter.
Mabye do the turret a litter more longer? ( is dont look it's will fire shomthing ) i mean the turret is too small too a big bullet. but do what ever you want but i like it _________________ Can you hide from me ? QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Wed Jun 22, 2005 5:48 pm Post subject:
It STILL looks a little weird on the first 1-3 frames,but other then that its rather lovely. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
I'm sorry, I haven't been able to work on much recently, due to work and revision. I'm going to be inactive for a couple of weeks now, due to final exams, and a friend staying over. I maybe online to check up on things, but I won't have the time to work on anything. When I'm back I'll start work again.
In the mean time, a few pics to keep your appetite going:
new nod repair bay.PNG
Description:
Made from scratch (pretty much) a new art for a Nod Repair Bay. I've only done this frame image so far, as it took me forever to make a model to which I felt reflected the concept. And its not easy considering this is all drawn, not modelled.
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new gadept.PNG
Description:
SMIFF previously worked on a new GDI Repair Bay based on the concept, and I absolutely love it. I've added a bit more to it though, the GDI logo. All frames are done for it, normal, damaged and active, and in both theatres.
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