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Lin Kuei Ominae
Hello and Mechy äh Merry Christmas.

Only few days till it's December and so i decided we need a X-mas Calendar. Every day from the first till the 24th December hides a unit behind a door and every day i will open a door.
So i hope you like this idea and of course the SHP-units i will offer you this way.

Each of the following threads is for one of the 24 days and holds one unit for you.

Use the units like you want, but credit me if you use one or more in your mod.

Nothing more to say, except wishing you all a good Christmas Time.

\EDIT
the calendar is complete, so here now all units as a big package.
Preview of all Mechs:Click to view attachment

In the zip is an art.ini and rules.ini showing some example code allowing GDI to build all units, the Nod units too.
Also included is an ecache07.mix file that contains all shp's.
Calendar MechPack:Click to view attachment

\EDIT
Update

i found some small errors,things i disliked and corrected them
-these are the fireanims: those were played backwards ingame. (fixed for JENNN/JENNG, BHAWKN/BHAWKG)
-the walk anims for the small mechs jenner and firefly: those were not very "round" and the duration a foot was on the ground was to short (only3 frames long a foot was on the ground) (fixed for JENNN/JENNG, FIREFLYN/FIREFLYG)
-the jenner model also had a slightly bigger missilepack on the left side compared to the right one: now fixed to symmetrical size
Old Jenner:Click to view attachment new:Click to view attachment
the art.ini entrys remain the same.

i've also added an art.ini showing now for all Mechs the correct FireFLH's for primary, secondary and on some even tertiary that is not used (TS doesn't allows third weapons), but shows where the weapon should be if implemented (think on ETS)
sorry denmon and corsair, but i have to say that yours were total off. tongue.gif
-the FLH's for the Colossus are still a bit off, due to the fact that the turret centre isn't in the centre of the building, and turretoffset doesn't work for buildings. For a quite good solution take a look on the code example at the colossus post here (the 24th christmas eve post) (PBarrelLength=224,TurretNotExportedOnGround=yes and TurretOffset=-32 tags removed)
zip with the fixed units and FireFLH's:Click to view attachment
Lin Kuei Ominae
I open the first Calendar door - look inside and find
the GDI Jenner light Mech
Jenner IconClick to view attachment
Jenner ingameClick to view attachment
Jenner Zip with icon and unit-shpClick to view attachment

some useful code
art.ini
CODE
[JENNG]
Voxel=no
Remapable=yes
Cameo=JENNICONG
PrimaryFireFLH=40,70,115;rocketpods
SecondaryFireFLH=20,0,145;top small laser pod
Facings=8
WalkFrames=12
StandingFrames=1
StartWalkFrame=0
StartStandFrame=96
FiringFrames=2
StartFiringFrame=104


\EDIT sorry i forgot to mention
rules.ini
you can use the wolverine as a pattern.
Lin Kuei Ominae
Lets look what we have behind the second door.
the Nod Thor heavy Mech.

Thor IconClick to view attachment
Thor ingameClick to view attachment
Thor Zip with icon and unit-shpClick to view attachment

some useful code
art.ini
CODE
[THORN]
Voxel=no
Remapable=yes
Cameo=THORICONN
PrimaryFireFLH=110,120,195;left arm
SecondaryFireFLH=70,30,305;shoulder rocket pod
;TertiaryFireFLH=120,-120,205;right arm
TurretOffset=-16
UseTurretShadow=yes
WalkFrames=12


rules.ini
you can use the titan as a pattern
the thor is an omnimech and has therefore a turret. (so turret=yes is important)
Lin Kuei Ominae
Door number 3
the Nod Sunder heavy Mech. (i only know the german name "Spalter" and translated this; can someone tell me if its the correct english name if he/she can recognize him)
\EDIT name changed after Yggdrasil found the right one


Sunder IconClick to view attachment
Sunder ingameClick to view attachment
Sunder Zip with icon and unit-shpClick to view attachment
(if you want you can rename the shp's and all corresponding names in art.ini and rules.ini to the english name)

some useful code
art.ini
CODE
[SPALTERN]
Voxel=no
Remapable=yes
Cameo=SPALTERICONN
PrimaryFireFLH=150,-155,230;right arm
SecondaryFireFLH=60,10,300;centre rocket pod
;TertiaryFireFLH=140,155,215;left arm
TurretOffset=-16
UseTurretShadow=yes
WalkFrames=12


rules.ini
you can use the titan as a pattern
it's an omnimech and has a turret. (so turret=yes is needed)
Lin Kuei Ominae
Door Number 4
the GDI Mad Cat heavy Mech.

Mad Cat IconClick to view attachment
Mad Cat ingameClick to view attachment
Mad Cat Zip with icon and unit-shpClick to view attachment

some useful code
art.ini
CODE
[MADCATG]
Voxel=no
Remapable=yes
Cameo=MADCICONG
PrimaryFireFLH=120,120,130;armcannons
SecondaryFireFLH=-10,80,220;rocketpods
TurretOffset=-16
UseTurretShadow=yes
WalkFrames=12


rules.ini
you can use the titan as a pattern
it's an omnimech and has a turret. (so turret=yes is needed)
Lin Kuei Ominae
Door 5
the Nod Jenner light Mech

Jenner IconClick to view attachment + small walking animClick to view attachment
Jenner ingameClick to view attachment
Jenner Zip with icon and unit-shpClick to view attachment

some useful code
art.ini
CODE
[JENNN]
Voxel=no
Remapable=yes
Cameo=JENNICONN
PrimaryFireFLH=40,70,115;rocketpods
SecondaryFireFLH=20,0,145;top small laser pod
Facings=8
WalkFrames=12
StandingFrames=1
StartWalkFrame=0
StartStandFrame=96
FiringFrames=2
StartFiringFrame=104


rules.ini
you can use the wolverine as a pattern.
Lin Kuei Ominae
Door nr 6
the GDI Thor heavy Mech

Thor IconClick to view attachment
Thor ingameClick to view attachment
Thor Zip with icon and unit-shpClick to view attachment

some useful code
art.ini
CODE
[THORG]
Voxel=no
Remapable=yes
Cameo=THORICONG
PrimaryFireFLH=110,120,195;left arm
SecondaryFireFLH=70,30,305;shoulder rocket pod
;TertiaryFireFLH=120,-120,205;right arm
TurretOffset=-16
UseTurretShadow=yes
WalkFrames=12


rules.ini
you can use the titan as a pattern
it's an omnimech and has a turret. (so turret=yes is needed)
Lin Kuei Ominae
Door nr 7
the Nod Annihilator heavy Mech. (again, i only translated the name from the german name "Vernichter". i hope its the right one)

Annihilator IconClick to view attachment
Annihilator ingameClick to view attachment
Annihilator Zip with icon and unit-shpClick to view attachment

some useful code
art.ini
CODE
[ANNIN]
Voxel=no
Remapable=yes
Cameo=ANNIICONN
PrimaryFireFLH=210,155,355;armcannons
SecondaryFireFLH=170,35,395;torso mgs
TurretOffset=-16
UseTurretShadow=yes
WalkFrames=12


rules.ini
you can use the titan as a pattern
it's an omnimech and has a turret. (so turret=yes is needed)
Lin Kuei Ominae
Door 8
the GDI Daishi heavy Mech.

Daishi IconClick to view attachment
Daishi ingameClick to view attachment
Daishi Zip with icon and unit-shpClick to view attachment

some useful code
art.ini
CODE
[DAISHIG]
Voxel=no
Remapable=yes
Cameo=DAISHIICONG
PrimaryFireFLH=110,140,230;armcannons
SecondaryFireFLH=15,90,345;shoulderrocketpod
;TertiaryFireFLH=115,30,240;torsomachineguns
TurretOffset=-16
UseTurretShadow=yes
WalkFrames=12


rules.ini
you can use the titan as a pattern
it's an omnimech and has a turret. (so turret=yes is needed)
Lin Kuei Ominae
Door 9
the GDI Vulture medium-heavy Mech.

Vulture IconClick to view attachment
Vulture ingameClick to view attachment
Vulture Zip with icon and unit-shpClick to view attachment

some useful code
art.ini
CODE
[VULTUREG]
Voxel=no
Remapable=yes
Cameo=VULTICONG
PrimaryFireFLH=40,117,160;armcannons
SecondaryFireFLH=0,55,200;rocketpods
TurretOffset=-16
UseTurretShadow=yes
WalkFrames=12


rules.ini
you can use the titan as a pattern
it's an omnimech and has a turret. (so turret=yes is needed)
Lin Kuei Ominae
Door 10
the Nod Mad Cat heavy Mech.

Mad Cat IconClick to view attachment
Mad Cat ingameClick to view attachment
Mad Cat Zip with icon and unit-shpClick to view attachment

some useful code
art.ini
CODE
[MADCATN]
Voxel=no
Remapable=yes
Cameo=MADCICONN
PrimaryFireFLH=120,120,130;armcannons
SecondaryFireFLH=-10,80,220;rocketpods
TurretOffset=-16
UseTurretShadow=yes
WalkFrames=12


rules.ini
you can use the titan as a pattern
it's an omnimech and has a turret. (so turret=yes is needed)
Lin Kuei Ominae
Door 11
the Nod Cauldron Born medium Mech

Cauldron Born IconClick to view attachment + small walking animClick to view attachment
Cauldron Born ingameClick to view attachment
Cauldron Born Zip with icon and unit-shpClick to view attachment

the german name is Kesselbrut
if you want you can rename the shp's and all corresponding names in art.ini and rules.ini to the english name

some useful code
art.ini
CODE
[KESSELBRUTN]
Voxel=no
Remapable=yes
Cameo=KESSICONN
PrimaryFireFLH=110,75,105;armcannons
SecondaryFireFLH=50,45,145;rocketpods
Facings=8
WalkFrames=12
StandingFrames=1
StartWalkFrame=0
StartStandFrame=96

the unit has no firing animation because of the two different weapon systems (cannons, rockets)

rules.ini
you can use the wolverine as a pattern.
Lin Kuei Ominae
Door 12
the GDI Annihilator heavy Mech.

Annihilator IconClick to view attachment
Annihilator ingameClick to view attachment
Annihilator Zip with icon and unit-shpClick to view attachment

some useful code
art.ini
CODE
[ANNIG]
Voxel=no
Remapable=yes
Cameo=ANNIICONG
PrimaryFireFLH=210,155,355;armcannons
SecondaryFireFLH=170,35,395;torso mgs
TurretOffset=-16
UseTurretShadow=yes
WalkFrames=12


rules.ini
you can use the titan as a pattern
it's an omnimech and has a turret. (so turret=yes is needed)
Lin Kuei Ominae
Door 13
the Nod Vulture medium-heavy Mech.

Vulture IconClick to view attachment
Vulture ingameClick to view attachment
Vulture Zip with icon and unit-shpClick to view attachment

some useful code
art.ini
CODE
[VULTUREN]
Voxel=no
Remapable=yes
Cameo=VULTICONN
PrimaryFireFLH=40,117,160;armcannons
SecondaryFireFLH=0,55,200;rocketpods
TurretOffset=-16
UseTurretShadow=yes
WalkFrames=12


rules.ini
you can use the titan as a pattern
it's an omnimech and has a turret. (so turret=yes is needed)
Lin Kuei Ominae
Door 14
the GDI Supernova heavy Mech.

Supernova IconClick to view attachment
Supernova ingameClick to view attachment
Supernova Zip with icon and unit-shpClick to view attachment

some useful code
art.ini
CODE
[NOVAG]
Voxel=no
Remapable=yes
Cameo=NOVAICONG
PrimaryFireFLH=0,0,0
UseTurretShadow=yes
TurretOffset=-16
WalkFrames=12


rules.ini
you can use the titan as a pattern
it's an omnimech and has a turret. (so turret=yes is needed)
Lin Kuei Ominae
Door 15
the Nod Black Hawk medium Mech

Black Hawk IconClick to view attachment + small walking animClick to view attachment + small firing animClick to view attachment
Black Hawk ingameClick to view attachment
Black Hawk Zip with icon and unit-shpClick to view attachment

some useful code
art.ini
CODE
[BHAWKN]
Voxel=no
Remapable=yes
Cameo=BHAWKICONN
PrimaryFireFLH=65,70,95;armcannons
Facings=8
WalkFrames=12
StandingFrames=1
StartWalkFrame=0
StartStandFrame=120
FiringFrames=3
StartFiringFrame=96


rules.ini
you can use the wolverine as a pattern.
Lin Kuei Ominae
Door 16
the GDI Sunder heavy Mech.

Sunder IconClick to view attachment
Sunder ingameClick to view attachment
Sunder Zip with icon and unit-shpClick to view attachment
(the german name is Spalter
if you want you can rename the shp's and all corresponding names in art.ini and rules.ini to the english name)


some useful code
art.ini
CODE
[SPALTERG]
Voxel=no
Remapable=yes
Cameo=SPALTERICONG
PrimaryFireFLH=150,-155,230;right arm
SecondaryFireFLH=60,10,300;centre rocket pod
;TertiaryFireFLH=140,155,215;left arm
TurretOffset=-16
UseTurretShadow=yes
WalkFrames=12


rules.ini
you can use the titan as a pattern
it's an omnimech and has a turret. (so turret=yes is needed)
Lin Kuei Ominae
Door 17
the GDI Cauldron Born medium Mech

Cauldron Born IconClick to view attachment + small walking animClick to view attachment
Cauldron Born ingameClick to view attachment
Cauldron Born Zip with icon and unit-shpClick to view attachment
(the german name is Kesselbrut
if you want you can rename the shp's and all corresponding names in art.ini and rules.ini to the english name)


some useful code
art.ini
CODE
[KESSELBRUTG]
Voxel=no
Remapable=yes
Cameo=KESSICONG
PrimaryFireFLH=110,75,105;armcannons
SecondaryFireFLH=50,45,145;rocketpods
Facings=8
WalkFrames=12
StandingFrames=1
StartWalkFrame=0
StartStandFrame=96

the unit has no firing animation because of the two different weapon systems (cannons, rockets)

rules.ini
you can use the wolverine as a pattern.
Lin Kuei Ominae
Door 18
the Nod Daishi heavy Mech.

Daishi IconClick to view attachment
Daishi ingameClick to view attachment
Daishi Zip with icon and unit-shpClick to view attachment

some useful code
art.ini
CODE
[DAISHIN]
Voxel=no
Remapable=yes
Cameo=DAISHIICONN
PrimaryFireFLH=110,140,230;armcannons
SecondaryFireFLH=15,90,345;shoulderrocketpod
;TertiaryFireFLH=115,30,240;torsomachineguns
TurretOffset=-16
UseTurretShadow=yes
WalkFrames=12

QUOTE (Denmon0728 @ Dec 22 2006, 01:53 AM) *
PrimaryFireFLH=30,110,190
SecondaryFireFLH=30,-110,190


rules.ini
you can use the titan as a pattern
it's an omnimech and has a turret. (so turret=yes is needed)
Lin Kuei Ominae
Door 19
the Nod Supernova heavy Mech.

Supernova IconClick to view attachment
Supernova ingameClick to view attachment
Supernova Zip with icon and unit-shpClick to view attachment

some useful code
art.ini
CODE
[NOVAN]
Voxel=no
Remapable=yes
Cameo=NOVAICONN
PrimaryFireFLH=180,160,210;armcannons left
SecondaryFireFLH=180,-160,210;armcannons right
TurretOffset=-16
UseTurretShadow=yes
WalkFrames=12


rules.ini
you can use the titan as a pattern
it's an omnimech and has a turret. (so turret=yes is needed)
Lin Kuei Ominae
Door 20
the GDI Black Hawk medium Mech

Black Hawk IconClick to view attachment + small walking animClick to view attachment + small firing animClick to view attachment
Black Hawk ingameClick to view attachment
Black Hawk Zip with icon and unit-shpClick to view attachment

some useful code
art.ini
CODE
[BHAWKG]
Voxel=no
Remapable=yes
Cameo=BHAWKICONG
PrimaryFireFLH=65,70,95;armcannons
Facings=8
WalkFrames=12
StandingFrames=1
StartWalkFrame=0
StartStandFrame=120
FiringFrames=3
StartFiringFrame=96


rules.ini
you can use the wolverine as a pattern.
Lin Kuei Ominae
Door 21
the GDI Guerilla medium Mech
(the english name is Bushwacker
if you want you can rename the shp's and all corresponding names in art.ini and rules.ini to the english name)


Guerilla IconClick to view attachment
Guerilla ingameClick to view attachment
Guerilla Zip with icon and unit-shpClick to view attachment
some useful code
art.ini
CODE
[GUERILLAG]
Voxel=no
Remapable=yes
Cameo=GUERICONG
PrimaryFireFLH=90,100,120;armcannons
SecondaryFireFLH=15,35,185;shoulderrocketpod
;TertiaryFireFLH=125,15,120;torsomachineguns
TurretOffset=-16
UseTurretShadow=yes
WalkFrames=12

rules.ini
you can use the titan as a pattern
it's an omnimech and has a turret. (so turret=yes is needed)

and the Nod Guerilla medium Mech

Guerilla IconClick to view attachment
Guerilla ingameClick to view attachment
Guerilla Zip with icon and unit-shpClick to view attachment
some useful code
art.ini
CODE
[GUERILLAN]
Voxel=no
Remapable=yes
Cameo=GUERICONN
PrimaryFireFLH=90,100,120;armcannons
SecondaryFireFLH=15,35,185;shoulderrocketpod
;TertiaryFireFLH=125,15,120;torsomachineguns
TurretOffset=-16
UseTurretShadow=yes
WalkFrames=12

rules.ini
you can use the titan as a pattern
it's an omnimech and has a turret. (so turret=yes is needed)
Lin Kuei Ominae
Door 22
the GDI Champion medium Mech

Champion IconClick to view attachment
Champion ingameClick to view attachment
Champion Zip with icon and unit-shpClick to view attachment
some useful code
art.ini
CODE
[CHAMPIONG]
Voxel=no
Remapable=yes
Cameo=CHAMICONG
PrimaryFireFLH=75,100,130;outer arms
SecondaryFireFLH=55,80,130;inner arms
TurretOffset=-16
UseTurretShadow=yes
WalkFrames=12

rules.ini
you can use the titan as a pattern
it's an omnimech and has a turret. (so turret=yes is needed)

and the Nod Champion medium Mech

Champion IconClick to view attachment
Champion ingameClick to view attachment
Champion Zip with icon and unit-shpClick to view attachment
some useful code
art.ini
CODE
[CHAMPIONN]
Voxel=no
Remapable=yes
Cameo=CHAMICONN
PrimaryFireFLH=75,100,130;outer arms
SecondaryFireFLH=55,80,130;inner arms
TurretOffset=-16
UseTurretShadow=yes
WalkFrames=12

rules.ini
you can use the titan as a pattern
it's an omnimech and has a turret. (so turret=yes is needed)
Lin Kuei Ominae
Door 23
the GDI Firefly light Mech

Firefly IconClick to view attachment + small walking animClick to view attachment
Firefly ingameClick to view attachment
Firefly Zip with icon and unit-shpClick to view attachment
some useful code
art.ini
CODE
[FIREFLYG]
Voxel=no
Remapable=yes
Cameo=FIREICONG
PrimaryFireFLH=50,70,120;small sidearms
SecondaryFireFLH=0,10,150;twin rocketpod
Facings=8
WalkFrames=12
StandingFrames=1
StartWalkFrame=0
StartStandFrame=96

rules.ini
you can use the wolverine as a pattern.

and the Nod Firefly light Mech

Firefly IconClick to view attachment + small walking animClick to view attachment
Firefly ingameClick to view attachment
Firefly Zip with icon and unit-shpClick to view attachment
some useful code
art.ini
CODE
[FIREFLYN]
Voxel=no
Remapable=yes
Cameo=FIREICONN
PrimaryFireFLH=50,70,120;small sidearms
SecondaryFireFLH=0,10,150;twin rocketpod
Facings=8
WalkFrames=12
StandingFrames=1
StartWalkFrame=0
StartStandFrame=96

rules.ini
you can use the wolverine as a pattern.
Lin Kuei Ominae
Door 24 Christmas Eve
the GDI/Nod Colossus heavy Artillery
The Colossus is a big and well protected artillery mech that uses a twin artillery turret to destroy enemys on a long range. But like the Jugger it needs to deploy.

Colossus Icon GDIClick to view attachmentNodClick to view attachment + preview of the deployanim GDIClick to view attachmentNodClick to view attachment
Colossus ingame GDIClick to view attachmentNodClick to view attachment
Colossus Zip with icon and unit-shpClick to view attachment

The units design was originally taken for a GDI unit, thus having the Titan similar headlights, but i decided to make a Nod version too, so both sides can have this new unit.
The unit has an active animation while deployed and a shp-turret. I haven't made the barrels as a voxel like the Jugger because i'm not good in making voxels look like shp. Thats why the shp barrels are fixed to 45°. If someone makes voxel barrels, i would make an extra turret without the shp barrels.
I hope you still like this unit and of course...
Merry Christmas and my best wishes to you all.
some useful code
art.ini
CODE
[COLON]
Cameo=COLOICONN
Voxel=no
Remapable=yes
Facings=8
WalkFrames=12
StandingFrames=1
StartWalkFrame=0
StartStandFrame=96
PrimaryFireFLH=0,0,0
[DCOLON]
Normalized=yes
Remapable=yes
Foundation=1x1
Buildup=DCOLONMK
Height=1
ExtraLight=200
PrimaryFireFLH=100,20,200
ActiveAnim=DCOLO_B
ActiveAnimDamaged=DCOLO_B
ActiveAnimZAdjust=-50

[COLOG]
Cameo=COLOICONG
Voxel=no
Remapable=yes
Facings=8
WalkFrames=12
StandingFrames=1
StartWalkFrame=0
StartStandFrame=96
PrimaryFireFLH=0,0,0
[DCOLOG]
Normalized=yes
Remapable=yes
Foundation=1x1
Buildup=DCOLOGMK
Height=1
ExtraLight=200
PrimaryFireFLH=100,20,200
ActiveAnim=DCOLO_B
ActiveAnimDamaged=DCOLO_B
ActiveAnimZAdjust=-50

[DCOLO_B]
Normalized=yes
LoopStart=0
LoopEnd=31
LoopCount=-1
Rate=250
Surface=yes
NewTheater=yes
DetailLevel=1

rules.ini
CODE
[BuildingTypes]
...
219=DCOLOG
220=DCOLON

[VehicleTypes]
...
71=COLOG
72=COLON

[Animations]
...
862=DCOLOG
863=DCOLOG_A
864=DCOLO_B
865=DCOLOGMK
866=DCOLON
867=DCOLON_A
868=DCOLONMK


[COLOG]
Name=Colossus
Category=AFV
Prerequisite=GDIFACTORY
Primary=Jugg90mm
Strength=500
Armor=heavy
TechLevel=6
Sight=9
Speed=5
Owner=GDI
Cost=1250
Points=40
ROT=5
Crusher=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=8
DebrisTypes=PIECE
DebrisMaximums=8
Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
MovementZone=Destroyer
DeploysInto=DCOLOG
ThreatPosed=25; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
VeteranAbilities=FASTER,STRONGER
EliteAbilities=SELF_HEAL,SENSORS
AccelerationFactor=0.01
NoMovingFire=yes
DeployToFire=yes
CrateGoodie=yes
AllowedToStartInMultiplayer=no

[DCOLOG]
Name=Deployed Colossus
TechLevel=-1
Strength=1000
Points=50
Cost=1250
Power=0
Armor=light
Sight=9
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=4
UndeploysInto=COLOG
BaseNormal=no
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
Crewed=yes
Primary=Jugg90mm
ROT=5
IsJuggernaut=yes
Turret=yes
TurretAnim=DCOLOG_A
TurretAnimIsVoxel=false
TurretAnimX=0
TurretAnimY=0
TurretAnimZAdjust=-125
StartFacing=4; DIR_S = 4 << 5
StartPitch=2; DIR_E = 2 << 5
ThreatPosed=30; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=0,0,125
VeteranAbilities=STRONGER
EliteAbilities=SELF_HEAL
Trainable=yes
TogglePower=no
HasStupidGuardMode=false
Owner=GDI

[COLON]
Name=Colossus
Category=AFV
Prerequisite=NODFACTORY
Primary=Jugg90mm
Strength=500
Armor=light
TechLevel=6
Sight=9
Speed=5
Owner=NOD
Cost=1250
Points=40
ROT=5
Crusher=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=8
DebrisTypes=PIECE
DebrisMaximums=8
Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
MovementZone=Destroyer
DeploysInto=DCOLON
ThreatPosed=25; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
VeteranAbilities=FASTER,STRONGER
EliteAbilities=SELF_HEAL,SENSORS
AccelerationFactor=0.01
NoMovingFire=yes
DeployToFire=yes
CrateGoodie=yes
AllowedToStartInMultiplayer=no

[DCOLON]
Name=Deployed Colossus
TechLevel=-1
Strength=1000
Points=50
Cost=1250
Power=0
Armor=light
Sight=9
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=4
UndeploysInto=COLON
BaseNormal=no
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
Crewed=yes
Primary=Jugg90mm
ROT=5
IsJuggernaut=yes
Turret=yes
TurretAnim=DCOLON_A
TurretAnimIsVoxel=false
TurretAnimX=0
TurretAnimY=0
TurretAnimZAdjust=-125
StartFacing=4; DIR_S = 4 << 5
StartPitch=2; DIR_E = 2 << 5
ThreatPosed=30; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=0,0,125
VeteranAbilities=STRONGER
EliteAbilities=SELF_HEAL
Trainable=yes
TogglePower=no
HasStupidGuardMode=false
Owner=NOD
Crimsonum
I must say that this is a nice "calendar", I could try a similar one myself tongue.gif
Uufje
Is this something to get post count up? huh.gif
Creagor
QUOTE
Is this something to get post count up?


No. A while ago Lin Kuei Ominae PM'd me asking about this topic. I am allowing it, as a voxel will be posted on each of the "blank" posts, meaning they wont be useless. It keeps them organised to be one after the other, rather than in randomly spaced posts, so thats why they are one after the other.

As you may have gathered, I am allowing this topic, and told Lin Kuei Ominae through a PM it would be allowed, so its not his fault. Any problems with this topic you may have are to be taken up with me.

On a lighter note, good luck with the voxels, and merry christmas (for when christmas comes anyway).
Corsair
That's a lot of units...
Team Black
1 unit a day for a month??
are you sure you can keep up with it? (and still have good quality stuff?)

..or is it already pre-made?
wondle_donkey
im guessing their already premade. because unless he has absolutely no life whatsoever (which i doubt) i dont think he could make a quality voxel every day for like 25 days. i sure as hell couldnt
Lin Kuei Ominae
QUOTE (Creagor @ Nov 28 2006, 07:17 PM) *
On a lighter note, good luck with the voxels, and merry christmas (for when christmas comes anyway).

There is a small misunderstanding. These are not going to be voxels, they all will be shp's wink1.gif

QUOTE (wondle_donkey @ Nov 29 2006, 08:27 AM) *
im guessing their already premade. because unless he has absolutely no life whatsoever (which i doubt) i dont think he could make a quality voxel every day for like 25 days. i sure as hell couldnt

you're right. i already made more than the half of the units. the rest of about 8 units i will make in the next days.
Creagor
QUOTE (Lin Kuei Ominae @ Nov 29 2006, 10:23 AM) *
There is a small misunderstanding. These are not going to be voxels, they all will be shp's wink1.gif


Oh. I was under the impression that they were voxels all this time! I only just realized that this topic is in the shp section.
Ah well, good luck with the SHP's wink1.gif
Darentei
Genius! I can't wait for 24th!

Good to see you somewhat active again... :biggrin:
I can imagine you will be busy.
Denmon
The Jenning mech would probably fit best as a drone due to its sixe smile.gif
cdmt
It's great to have someone making such good shps. The calendar was a great idea!
Kurorahk
cool looking units so far, nice idea and keep em comming it sounds as if we will be in for a vary Marry Christmas after all and that is what counts smile.gif we all wish you best of luck form Defiance Industries on this great and cool looking ventrue, and i second that its great to see you and a shp'er around!
Corsair
Nice Thor Mech, my favorite mech next to the vulture/mad dog
Lin Kuei Ominae
@Darentei
wow what an honor to get your first post, thanks. :biggrin: Click to view attachment
and you're right, i'm quite busy. smile.gif

To the others, thanks for your good comments too.

QUOTE (Corsair @ Dec 2 2006, 05:29 AM) *
my favorite mech next to the vulture/mad dog

perhaps Santa Claus has put one in the calender? :biggrin:
Corsair
QUOTE (Lin Kuei Ominae @ Dec 2 2006, 07:37 PM) *
perhaps Santa Claus has put one in the calender? :biggrin:


lol.gif That would definitely be my favorite SHP

I don't believe I've ever seen the splitter mech before, looks tough
Ixith
i must say all of those look very nice so far. although seeing a mech for nod is kinda different. but i like them. i also like how that the 2 Nod mechs youv already revealed both have the same colors used and make them fit with each other. very nice. ^_^

i seriously think you could make your own mech mod really easily as you are very good at making mechs and youv got a lot already and it seems you are very handy with the ini files to.

i like what youv revealed so far and i think i will be pleased with what is to come in the days to come to. Keep up the good work smile.gif
Team Black
wow the nod mech is incredible..it actully looks like Nod style, not just GDI w nod colors...
There's ONE puny imperfection though, and that is that the selection square is a little off kilter lowish...might need a slight hva adjustment.


wow the nod mech is incredible..it actully looks like Nod style, not just GDI w nod colors...
There's ONE puny imperfection though, and that is that the selection square is a little off kilter lowish...might need a slight hva adjustment.

One mech I think you should REALLY do is the Star Wars AT-AT Imperial Walker...to follow up on yer Millenium Falcon smile.gif
Corsair
QUOTE (Team Black @ Dec 2 2006, 08:20 PM) *
One mech I think you should REALLY do is the Star Wars AT-AT Imperial Walker...to follow up on yer Millenium Falcon smile.gif


Or Ewoks pinch.gif
•Tony•
Unless hes some kind of machine..Im betting most are premade tongue.gif
Tore
cool idea to base the mechs of Mechwarrior smile.gif
is there a chance that the mad cat is coming...... :biggrin:
Denmon
I'm sorry to say that i dislike the two Nod mechs so far :(
harv
i like um but its hard to make mechs look good in a nod army :(
Yggdrasil
nice shps, they look really good. the splitter is called a sunder in the english mechwarrior from the looks of it. looking forward to the rest of them.
cdmt
Yggdrasil is right about the name. It is definitely the Sunder Mech. Sunder means in English: break apart or in two, using violence. Another good mech. At this rate we might have enough for someone to make a great mechwarrior mod.
Lin Kuei Ominae
QUOTE (Team Black @ Dec 3 2006, 02:20 AM) *
There's ONE puny imperfection though, and that is that the selection square is a little off kilter lowish...might need a slight hva adjustment.

these are shp units, so they have no hva. to move them higher you have to edit all the frames of the shp file and move the unit some pixel upwards,
but i think it is ok. because if i move it more upwards i think the player can not select it very good. you click on the main body but nothing happens due to the fact that only the legs are in the cell and the main body goes upwards into the next cell where you cant select it.
but if more people think it is wrong, we can speak about modifications after the calender is complete. (lets say next year, for having some vacations :biggrin: )

QUOTE (Team Black @ Dec 3 2006, 02:20 AM) *
One mech I think you should REALLY do is the Star Wars AT-AT Imperial Walker...to follow up on yer Millenium Falcon smile.gif

hmm, sorry that is not in my list. maybe i make it later as a standalone unit.
to bad that we cant set the turrets max turning angle, else i could imagine to make the head/cockpit as a turret for that too, that turns only for 10 or 20° to left and right. (like in SW force commander)

QUOTE (Tore @ Dec 3 2006, 12:43 PM) *
is there a chance that the mad cat is coming...... :biggrin:

can you look into the future? :blink: :biggrin: my plan was to reveal the madcat on the 4th door.
so nobody should assume i here on wishes, my plan is fixed and stands already for all days untill the 24th.

QUOTE (Denmon0728 @ Dec 3 2006, 02:06 PM) *
I'm sorry to say that i dislike the two Nod mechs so far :(

to make it right for everyone is impossible, and negative opinions belong with it.
but i dare to say, that there are coming some units you do like more. i do have just started the calender.

QUOTE (Yggdrasil @ Dec 3 2006, 07:37 PM) *
nice shps, they look really good. the splitter is called a sunder in the english mechwarrior from the looks of it. looking forward to the rest of them.

thanks, name changed.
only to make sure here a pic from my manualClick to view attachment
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