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GDI Mammoth Tank [TS]
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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Tue Mar 07, 2017 11:45 am    Post subject:  GDI Mammoth Tank [TS] Reply with quote  Mark this post and the followings unread

I decided to make my own voxel for mammoth tank, that would replace default one in TS, which looked small/unfinished/abandoned.
Also made skin remap for Forgotten/Civilian side. It does not have barrel voxel, it has turret with tilted barrel section using correct bounds.
Hope you like it.

/Update: recolored, repaired normals, shadows



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Last edited by Tuc0 on Sat Mar 11, 2017 7:58 pm; edited 3 times in total

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Wed Mar 08, 2017 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Updated skin, lowered barrel 1 voxel,added third reskin. Any thoughts/feedback?



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superepicgecko
Vehicle Driver


Joined: 07 Mar 2017

PostPosted: Fri Mar 10, 2017 1:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Good work man! As a quick suggestion you might want to enhance the contrast of the darker bits of the tank - overall the model seems very nice, but slightly darker dark areas instead of a faded-ish grey might look better.

Also, in one of the upper screenshots - parachutes in TS? Why have I never seen this before!? How did you do it!?

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Fri Mar 10, 2017 7:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks
superepicgecko wrote:
As a quick suggestion you might want to enhance the contrast of the darker bits of the tank - overall the model seems very nice, but slightly darker dark areas instead of a faded-ish grey might look better.

Which skin? with number 1?

superepicgecko wrote:

Also, in one of the upper screenshots - parachutes in TS? Why have I never seen this before!? How did you do it!?

Yes, if aircraft have passengers and any weapon, it will shoot passengers first and draws parachute anim Parachute=PARACH in rules.ini , can be tweaked with Range, ROF for weapon settings and ROT for projectile chooses type of attack (Fighter like Harpy or runnover like Bomber), it also consumes Ammo and after no Passengers left, it will continue shooting with regular settings for weapon.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 10, 2017 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

a few suggestions, see attachment

the simulated shadow under the turret would give a lot more contrast to the voxel.
Also paint voxels darker which face away from the sun most of the time (e.g. voxels facing down like the underside of the missile pods, bottom of barrels etc)



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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Fri Mar 10, 2017 11:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
a few suggestions, see attachment

the simulated shadow under the turret would give a lot more contrast to the voxel.
Also paint voxels darker which face away from the sun most of the time (e.g. voxels facing down like the underside of the missile pods, bottom of barrels etc)

Good point! Thanks for suggestions
Repaired some colors and separated tracks more. I have spent above 1 hour just trying to fix some color glitch, later I realized that TS engine draws some voxels that shouldn't be visible at facings 1 and 5 (E, W), and I had to add correct normals to those voxels manualy.

I will update other skins later.

Last edited by Tuc0 on Sat Mar 11, 2017 2:02 pm; edited 1 time in total

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Sat Mar 11, 2017 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Updated all models: recolored, added shadows, remodeled some sections  and repaired plenty of wrong normals.



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