Hello, I am making an infantry shp, using the blender template (https://ppmforums.com/topic-36965/blender-templates-tdra-ts-ra2/) and my own character model/animation.
I tried to get remaps to work by setting the material colour to red with no green or blue component. It mostly works, but I still get these pixels that don't want to be remapped. I tried to replace them with the SHP editor's colour replace function, but even if I apply the changes to all frames, there are still problems on each frame so that I basically will have to manually fix every single frame. (Also, the red hair occasionally gets replaced with the remap, which is of course undesirable.)
Is there a more effecient way to do this that I am missing? Thanks for the help.
Make a new conversion palette where the remaps are bright green or purple or whatever colour ranges you don't expect to use in your actual artwork. I have several for working on buildings the same way, if I have a red brick building, I don't want to risk reds being confused. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
The unit is ridiculously tall for RA2 scale, but the main problem is the walk frames, it looks like it's dragging one leg behind the other, it's not a proper walk/run sequence.
for rendering from blender you should be using a .pal with the remap changed to pink and compiling with LKO's image shaper
to isolate the palate colors and keep the permabright pixels out of the final render. _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
Added an optional missile/minigun/booster backpack (?) attachment. Ideally all weapons would be fired simutaneously, but I am not sure if the game can handle this so I added standing and crouched missile launching frames.
Mhmm seems cool, but, you lack frames for shooting while the backpack is active. This means the infantry will just look like standing in air when shooting
See for example the jumpjet trooper from Tiberian Sun for reference on flying frames. _________________ QUICK_EDIT
I made the ground missile anims but not the flying anims because I heard you need ares to make an infantry switch between flying and landed by deploying. ATM I haven't figured out how to ares. QUICK_EDIT
Added flying frames. Can a rocketeer type infantry use 2 weapons? I plan to implement a gatling and a missile weapon that can fire both on the ground and in the air.
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