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Fixing SHP remaps
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Autohummer
Vehicle Driver


Joined: 26 Apr 2024

PostPosted: Fri Apr 26, 2024 8:24 pm    Post subject:  Fixing SHP remaps Reply with quote  Mark this post and the followings unread

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.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Apr 27, 2024 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Autohummer
Vehicle Driver


Joined: 26 Apr 2024

PostPosted: Sat Apr 27, 2024 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I got it to work, thanks. How does this look?



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Apr 27, 2024 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

Also that flipping death just looks stupid.

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http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Sat Apr 27, 2024 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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visit my moddb profile for .shp downloads and stuff

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Autohummer
Vehicle Driver


Joined: 26 Apr 2024

PostPosted: Sun Apr 28, 2024 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Changed a bit. The real-life height is meant to be 2.2m so the shp is still taller than average.



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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sun Apr 28, 2024 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks pretty good, congrats!

Seems to me like a very tall Asuka from Evengelion

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Autohummer
Vehicle Driver


Joined: 26 Apr 2024

PostPosted: Fri May 03, 2024 6:43 am    Post subject: Reply with quote  Mark this post and the followings unread

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.



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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sun May 05, 2024 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Autohummer
Vehicle Driver


Joined: 26 Apr 2024

PostPosted: Sun May 05, 2024 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sun May 05, 2024 5:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I heard you need ares to make an infantry switch between flying and landed by deploying.


You don't need to do that.

You can code a both walking and flying infantry like in TS, but in RA2

It will walk short distances but run long distances.

I have done this years ago.

The jumpjet infantry in RA2 doesn't bahave like this just because it has
Code:
BalloonHover=yes ; ie never land

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Autohummer
Vehicle Driver


Joined: 26 Apr 2024

PostPosted: Mon May 13, 2024 6:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

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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