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Battleship
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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Mon Aug 25, 2008 12:07 am    Post subject:  Battleship
Subject description: Bringing out the Heavy artillery
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The Battleship repesent the pride of the Erusian Navy. Although very odd for the Erusians to class it as a flagship of their so-called "Invincible Fleet". The Battleship offers massive firepower at less cost compared to the aircraft carrier and is limited on defending against aircraft.

Status: [WIP] 100% [N] 100%

Notable Units:
Battleship Tanager - Aegir Fleet

Cost: 10000
Strength: Very High
Armor: Very Heavy
Weapons: 16inch guns/Flak guns
Good against: Ships/Buildings/Vehicles/Infantry
Weak against: Antiship Aircraft/Subs/LASM

EDIT: Grammar/Stats change
EDIT: New gif added
EDIT: Ingame pic updated






BSHIP_000.gif
 Description:
New Normals, new details
 Filesize:  800.27 KB
 Viewed:  17342 Time(s)

BSHIP_000.gif



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Last edited by Roaches on Wed Oct 15, 2008 4:48 am; edited 9 times in total

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Mon Aug 25, 2008 9:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Lookin good, can I have one? #Tongue
which turret turns?

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Mon Aug 25, 2008 11:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Awesome...but looks like it'll shoot that aerial off #Tongue

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Mon Aug 25, 2008 11:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Lt A1br3cht: I decided to make it a OmniFire unit because having a ship with one operational turret makes look weird IMO.

@Destiny: Speaking of aerial targets. I'll give it limited abilities to defend against aircraft.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Aug 26, 2008 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Flak FTW.
I'm going to be a n00by copycat and do the omnifire thing too lol Laughing

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Thu Aug 28, 2008 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice job on this one, I just hope it's not too big to be practical

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 29, 2008 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Excellent. Maybe its a bit too flat, don't you think?

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Aug 29, 2008 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

you ca have all the turrets move, but:
1) they all have to face the same direction
2) they'd have to be a .shp
3) this model might be too long to do that

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areaSZ
Scorpion Sniper


Joined: 19 Dec 2004
Location: Korea,south

PostPosted: Sat Aug 30, 2008 2:31 am    Post subject: Reply with quote  Mark this post and the followings unread

then you can just remove the barrels and add them to the fire anim.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Sep 05, 2008 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

its far better than any of my naval voxels Shocked

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Sun Oct 05, 2008 4:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Completed the Normals work on this thing, see first post for updated pic Wink

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sun Oct 05, 2008 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

very nice but a little bland but I guess the wooden decking isn't in yet.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun Oct 05, 2008 11:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Damn... I just want to torpedo it...

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Sun Oct 05, 2008 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sounds more like an amour declaration than at something naval. #Tongue

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Oct 05, 2008 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Player: '2 hours of the game have passed and I have finally collected 10 000 credits to buy this superior unit! My enemy is dead!'

*Once the ship gets of the harbor, it is surrounded by submarines*

Player: '... *sob*'

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Sun Oct 05, 2008 11:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

ORCACommander wrote:
very nice but a little bland but I guess the wooden decking isn't in yet.


Its added, see first post Wink

Also, when I'm done with Normalizing the Aircraft carrier and Missile Crusier, I'll make ingames with all 4 ships at once.

Edit: Grammar

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Mon Oct 06, 2008 10:51 am    Post subject: Reply with quote  Mark this post and the followings unread

much better. we need better turret logics

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Mon Oct 06, 2008 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Agreed...Unfortunately I doubt graphical enhancements involving Multiple Voxel turret support would be happening in the development of Ares RP2 or is likely to be impossible Sad

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Mon Oct 06, 2008 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

I thought I saw someone saying about firing anims...but meh.

Will this guy move REALLY slow, like...4~5? If that's the case...ah.

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Tue Oct 07, 2008 2:01 am    Post subject:   Reply with quote  Mark this post and the followings unread

Ingames Wink



ingame Battleship.png
 Description:
 Filesize:  132.49 KB
 Viewed:  17241 Time(s)

ingame Battleship.png



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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Tue Oct 07, 2008 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

thew waterline doesn't look good tbh

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Tue Oct 07, 2008 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can you describe why the Waterline doesn't look good? so I can Improve it.

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Wed Oct 08, 2008 2:42 am    Post subject: Reply with quote  Mark this post and the followings unread

It looks a bit too..."sharp". Probably due to the abrupt end of the "lines"...I don't know much about voxeling though.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Wed Oct 08, 2008 6:47 am    Post subject: Reply with quote  Mark this post and the followings unread

needs to be 1 vxl higher so there's red all the way round Wink

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Yurisarmy
Missile Trooper


Joined: 02 Mar 2005
Location: Missouri, USA

PostPosted: Sat Oct 11, 2008 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, like 1 or 2 I say. It also makes it look a little less flat that way.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Oct 11, 2008 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Team Fate wrote:
Will this guy move REALLY slow, like...4~5?
4-5 isnt even slow...

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sat Oct 11, 2008 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

1024x768 resolution, Allied Aicraft Carrier, Tsunami. #Tongue

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Sat Oct 11, 2008 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll raise the hull height later, also @Destiny: the Allied ACC is pretty fast for a large ship #Tongue. Speed of this battleship may be around 1-3 range.

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sat Oct 11, 2008 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

1?! I think I'd use Amphibious Transports instead #Tongue Hmm...this will be interesting. I'm going to have to keep an eye out for developments here.

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Mon Oct 13, 2008 1:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Increased the hull height a bit and fix some normals spots for improvement



BSHIP2.png
 Description:
 Filesize:  134.2 KB
 Viewed:  17034 Time(s)

BSHIP2.png



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 13, 2008 7:29 am    Post subject: Reply with quote  Mark this post and the followings unread

that's an awesome battleship. I see already the mission "The last ride of the Missouri". Very Happy

oh and you should really consider about making this beauty deployable and create an SHP with all 3 turrets rotating.
e.g. in mobile mode it uses all it's flaks and small cannons using omnifire
and in deployed state it uses the 3 turrets.
this would also make this unit quite well balanced imo.

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Tue Oct 14, 2008 5:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... I never thought of that thanks Very Happy, I'll keep that Idea in mind since my 3D skills aren't that good yet to model a battleship.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Oct 14, 2008 11:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
oh and you should really consider about making this beauty deployable and create an SHP with all 3 turrets rotating.
e.g. in mobile mode it uses all it's flaks and small cannons using omnifire
and in deployed state it uses the 3 turrets.
this would also make this unit quite well balanced imo.


That's what you did with the Aurora, correct?
Excellent work, Mr. Roach. You've certainly improved.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 14, 2008 11:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
That's what you did with the Aurora, correct?

yep

@Gamingroach
there is no need for a 3d program
just make a voxel which is only a white plane. give this one of the battleship turrets as turret (i assume all 3 turrets are the same in the vxl). then ingame rotate the turret and make screenshots of every 32 directions.
now you can cut out the turret very easy from the pictures, because you have the white plane under it.
Then it's just a small adjustment to copy the turret 2 times and have all 3 placed at the correct position.

The deployanim would be only the rear turret turning to the front.

The last thing you have to do is making another battleship voxel without the turrets.

All this could be done in one day imo.



auroraturretanim.gif
 Description:
to avoid that the rear turret fires into the command bridge you could also make it turn in the shp only from 90-180° (like here the small turrets; they only look in the direction of the big guns if they can)
 Filesize:  97.85 KB
 Viewed:  16934 Time(s)

auroraturretanim.gif



auroradeploy.gif
 Description:
in your case the deployanim would be nothing else than the rear turret turning to the front so all 3 look in the same direction (but you can also tilt the barrels a bit like here the front and rear turret)
 Filesize:  24.43 KB
 Viewed:  16936 Time(s)

auroradeploy.gif



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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Wed Oct 15, 2008 4:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Whoa! now thats what I call sea fort Very Happy. I still feel that its best done in 3D but I'll give it a shot. Smile

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