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Yuri Mobile ICBM Launcher Voxels
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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Thu Mar 28, 2013 10:37 pm    Post subject:  Yuri Mobile ICBM Launcher Voxels
Subject description: 2 sizes, also separate missile and truck
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This is based on a modified Tiberian Sun voxel, from the campaign.
It's for RA2 but can be used there as well.

Use and/or modify but give credit to NimoStar
igal.igal@hotmail.com

The YICBM is Small, and more suitable for TS or as a support vehicle
The YICBM2 is Big,
You might want to use bounds to reduce the size of the big one so it fits with the rest.

Some codes provided.

In my non-ra3 mod, there will be faction-specific versions of this.

Image in action:



Yuri ICBM.rar
 Description:
Let the missiles fly! (Or something)

Download
 Filename:  Yuri ICBM.rar
 Filesize:  100.73 KB
 Downloaded:  794 Time(s)


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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Mar 28, 2013 11:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, it even looks decent and fitting.

I'm impressed, you can contribute useful things as well.

Maybe you should add in a nondeployed variant as well (removing the additional legs from the voxel) and then use SimpleDeployer logic for this one. Would sound plausible. And without a deployanim, SimpleDeployer keeps the facing.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Thu Mar 28, 2013 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

amazingly it does look fairly good in RA2, well done

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Fri Mar 29, 2013 7:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Eh its extremely similar to modern Soviet/Russian designs for ICBM platforms, of course it looks fitting. I want to see it next to the V3 launcher.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Fri Mar 29, 2013 10:23 am    Post subject: Reply with quote  Mark this post and the followings unread

ah finally ICBM missile for TS
hell, the big version can be even used for Nuke projectile

thanks dude !

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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Fri Mar 29, 2013 11:19 am    Post subject: Reply with quote  Mark this post and the followings unread

i thought i saw this voxel somewhere in the RAMD.mix if i'm not mistaken

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Fri Mar 29, 2013 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

My only complain is that it isn't a proper ICBM launcher (they are usually kept inside a tube which is raised to 90 degrees when firing). But its not like it was like that in TS.

Great voxel. Smile

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Fri Mar 29, 2013 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

it was when they were deployed

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Mar 29, 2013 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

1- Those things are called "stabilizers", I had removed them in a previous version but I liked them more when on. Perhaps I  will later release the ones without them, but for now you can erase them yourselves if you want.

2- There was no such voxel in RA2MD, it is based on a voxel from Tiberian Sun campaign, as I had described. But it wasn't separated (No missile/WO), had a weird color scheme, no remap, no game functionality etc. and it was small and not very detailed, as the small released version, but size and detail are okay for TS or a really small scud #Tongue

3- Well, there is a Topol-M voxel on Yuri Argentina not very dissimilar from this one, for the soviets. But it works the same way launching the entire missile and not keepinga container tube, I think this looks more spectacular in RA2 xD
As for raising it before launching, you can configure that and other parameters if you make it a V3-like missile.
V3RocketPauseFrames=25    ; How many frames the rocket pauses on the launcher before tilting
V3RocketTiltFrames=150    ; How many frames it takes for the V3 rocket to tilt to firing position
V3RocketPitchInitial=0 ;; Starting pitch of the rocket before tilting up (0=horizontal,1=vertical)
V3RocketPitchFinal=0.75  ; Ending pitch of the rocket after tilting up; now it fires
V3RocketTurnRate=0.03 ;0.05    ; Pitch maneuverability of rocket in air.  Adjust by trial and error.
V3RocketRaiseRate=1
V3RocketLazyCurve=no ;yes
V3RocketType=V3ROCKET
Etc. etc.

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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Sat Mar 30, 2013 3:35 am    Post subject: Reply with quote  Mark this post and the followings unread

there are some voxels from TS that is still in the RA2 mix files. i'll check it again later

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Mar 30, 2013 7:04 am    Post subject: Reply with quote  Mark this post and the followings unread

geof101 wrote:
there are some voxels from TS that is still in the RA2 mix files. i'll check it again later


Tick Tank
Dropship
Mammoth Mk 2
Artillery
Amphibious APC
Harpy
Mammoth Tank
ICBM Launcher
Hover MLRS
Attack Buggy

There also seem to be some Voxelized Versions of the RA1 Vehicles as well (It even has full remap and Smaller Scale)

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sat Mar 30, 2013 3:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

^^and the RA1 voxels are also in the TS MIX files. This is of course known for over 10 years lol. They fit with TS as far as size, though if doubled in size in VSE, their size would probably fit in RA2.

- 1tnk (light tank)
- 2tnk (medium tank)
- 3tnk (heavy tank)
- 4tnk (mammoth tank which is used ingame)
- heli (longbow)
- hind (hind)
- mrj (mobile radar jammer)

There's a couple others as well as two TD voxels (MLRS and possibly the Artillery)

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Sat Mar 30, 2013 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

HIND is replaced with the beta hind in RA2, the MLRS, Humvee and the artillery are also in there, but the humvee has a fucked up file, the artillery doesn't work right, either.

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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Sun Mar 31, 2013 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

i guess i'm right afterall ^^ it's still nice to share it nimo. ^^

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sun Mar 31, 2013 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

The ICBM on ra.mix is rather different from the big version,and even the small different colors and remap, and it's not separated etc... but well.

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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Tue Apr 02, 2013 7:19 am    Post subject: Reply with quote  Mark this post and the followings unread

ohh alright^^

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