1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

New Unit: High-End Mech 09/05/04

Discussion in 'Civ3 - Unit Graphics' started by A Viking Yeti, Sep 5, 2004.

  1. A Viking Yeti

    A Viking Yeti Carnal Leviathan

    Joined:
    May 27, 2003
    Messages:
    889
    Location:
    Somewhere in the middle of nowhere.
    This is the light-weight, high-end AC from Armored Core 2: Another Age. I'm fairly happy with the animations, but the shadows are a bit dark. Also, it is unfortunately without sounds :(. Can someone please make some sounds for this guy, it would be very helpful. I'm just looking for the basic mech sounds, mechanical and such. I would use others, but I haven't found any that sync up with 'em properly.

    The unit file is a freakish 1.88 mbs, without sound :eek:... I did have some long animations though.

    Anyway, the preview is posted below. It goes AttackA->AttackB->AttackC...

    UPDATED: I fixed the AttackA .flc, but I figured it'd be easier to just post that and the newer .ini as a seperate file. So, to update the unit, unzip the download, cut&paste the contents in the same folder, and say "Yes" when it prompts you to overwrite. Update attached below.

    High-End Mech
    Vuldacon's temp .pcx's Thanks again :D.
     

    Attached Files:

  2. Dom Pedro II

    Dom Pedro II Modder For Life

    Joined:
    Apr 3, 2002
    Messages:
    6,811
    Location:
    Exit 16, New Jersey
    Looks awesome!! Btw, it's 09/05... ;)
     
  3. utahjazz7

    utahjazz7 Deity

    Joined:
    Dec 17, 2001
    Messages:
    2,068
    Location:
    Toledo, Ohio
    Super. That's probably the best such unit I've seen.
     
  4. Dom Pedro II

    Dom Pedro II Modder For Life

    Joined:
    Apr 3, 2002
    Messages:
    6,811
    Location:
    Exit 16, New Jersey
    Agreed... my ONLY complaint is the shadow and even that is not really offensive to the eye.
     
  5. citizen001

    citizen001 Banned

    Joined:
    May 12, 2004
    Messages:
    1,281
    Location:
    Australia
    This thing is .M. .A. .D. mutually assured destruction: only one thing, it's too stationary. a bit more movement would make it even better.
     
  6. Sword_Of_Geddon

    Sword_Of_Geddon Mysterious Jungle Warrior

    Joined:
    Dec 21, 2003
    Messages:
    13,486
    Gender:
    Male
    Location:
    New England, USA
    :eek: :eek: Now thats fantastic...

    Well, Kinboat made a mecha unit...I think that has sounds. You could also recycle tank and missile sounds for the attacks as another option.

    Good work Yeti!

    If you take requests, Mobilize and I have some, I'm sure Mobilize knows what I'm talking about...
     
  7. A Viking Yeti

    A Viking Yeti Carnal Leviathan

    Joined:
    May 27, 2003
    Messages:
    889
    Location:
    Somewhere in the middle of nowhere.
    Wow, thanks for all the comments :D. I actually rendered the shadows lighter, but apparently they were closer to the dark shadow color.

    TO SOG: I have death and attackA, but I think I'll look into that. Thanks. About the requests, I still have to do the Lycon Cataphract, a number of other lycon units, and then I'd be completely free. I'm also making some units for a space mod I might do. Long story short, I'll take some requests, but I'll have to work on them in between the others (that's what I did with this one :) ).
     
  8. Sword_Of_Geddon

    Sword_Of_Geddon Mysterious Jungle Warrior

    Joined:
    Dec 21, 2003
    Messages:
    13,486
    Gender:
    Male
    Location:
    New England, USA
    Thankyou Yeti...Mobilize and I could really use some help with the Gundam Mod(A FAR-away goal), noone else wants to make the units.

    I think the only orginal sound that this unit really needs is a mech walk sound(Stomp...Stomp...Stomp)
     
  9. nameless53

    nameless53 Prince

    Joined:
    May 16, 2004
    Messages:
    511
    HOLY SNIZZZZLE!!!!!!!!!!!!!!

    ....now i have to reconfigure my tech tree again..
     
  10. Mr. Will

    Mr. Will Mister

    Joined:
    Jan 30, 2004
    Messages:
    475
    Location:
    Simpsonville, SC
    Awesome. The shadow isn't that bad, I wouldn't have noticed if you hadn't have pointed it out.
    Great work!
     
  11. Stonebear

    Stonebear Chieftain

    Joined:
    Jun 3, 2004
    Messages:
    24
    Location:
    Tallahassee, FL
    Being an Armored Core fan I have to say nice work, although the hips/legs seem a bit wider.
     
  12. MarineCorps

    MarineCorps Explosion!

    Joined:
    Jun 26, 2003
    Messages:
    8,187
    Gender:
    Male
    Location:
    Cape Cod
    Wow. This is indeed quite good. :wow:
     
  13. Vuldacon

    Vuldacon Dedicated to Excellence Supporter

    Joined:
    Nov 14, 2001
    Messages:
    6,558
    Gender:
    Male
    Location:
    USA
    Looks Excellent A Viking Yeti :goodjob: Great Attacks!
    I noticed that you did not have pcx files so I made a CIV Specific units_32.pcx and the Large and Small .pcx file for you. Best I could do from the Default animation file but hope these will work for you until you can render some better Large and Small .pcx files.

    ...here is the Zip:
     

    Attached Files:

  14. A Viking Yeti

    A Viking Yeti Carnal Leviathan

    Joined:
    May 27, 2003
    Messages:
    889
    Location:
    Somewhere in the middle of nowhere.
    TO SOG: I can't seem to find any good explosion sounds that would sync up with the rifle or chest cannons... Aside from those (which can be substituted until I can get my hands on some better ones), the walk is probably the only one that does, as you said. I'll probably post an updated .ini with some linked sounds for now.

    If it's so far away that that a dash and capitalization are necessary, then yeah, I'll have plenty of time (probably :p). Plus, I love doing Mech units... Only done two so far, but they are much easier to model, and I like the way they look.

    TO Stonebear: Yeah, I thought about that half way through the animations, but decidedit would be too much work to redo, and no one except AA2 fans would notice (I barely notice :D).
     
  15. A Viking Yeti

    A Viking Yeti Carnal Leviathan

    Joined:
    May 27, 2003
    Messages:
    889
    Location:
    Somewhere in the middle of nowhere.
    TO Vuldacon: Oh yeah, I forgot all about those :rolleyes:. I'll put those up, until I render some myself. Thanks a lot, I never would've noticed :).
     
  16. Vuldacon

    Vuldacon Dedicated to Excellence Supporter

    Joined:
    Nov 14, 2001
    Messages:
    6,558
    Gender:
    Male
    Location:
    USA
  17. A Viking Yeti

    A Viking Yeti Carnal Leviathan

    Joined:
    May 27, 2003
    Messages:
    889
    Location:
    Somewhere in the middle of nowhere.
  18. Sword_Of_Geddon

    Sword_Of_Geddon Mysterious Jungle Warrior

    Joined:
    Dec 21, 2003
    Messages:
    13,486
    Gender:
    Male
    Location:
    New England, USA
    They looked like bullets to me Vuldacon, but only Yeti knows for certain.
     
  19. Dease

    Dease Be Original

    Joined:
    Mar 10, 2004
    Messages:
    1,093
    Location:
    Eastern Canada
    Now that is excellent! :goodjob:

    BTW, what method did you use for the muzzle flashes?
     
  20. A Viking Yeti

    A Viking Yeti Carnal Leviathan

    Joined:
    May 27, 2003
    Messages:
    889
    Location:
    Somewhere in the middle of nowhere.
    I just used a flat, jagged model, crossed it at a 90 degree angle, gave it luminous, and added the glow effect to 'em in the animator. They're sinlge frame flashes (I would think 2 or more would be too long)... In fact, all the attack flashes use the exact same model in the same position too, I just resized 'em. Talk about lazy, huh? :D
     

Share This Page