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Puppet Master
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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Wed Apr 20, 2016 3:16 pm    Post subject:  Puppet Master
Subject description: Let's stretch out these fingers.
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They'll come in handy. -Puppet Master when ordered to attack.

*Thanks to MadHQ for giving me a hand with the new voxel model.

Puppet Master
Affiliation: Syndicate
Primary Weapon: Mind Control (6)
Role: Aerial Mind-Control Unit
Cost: 2000
Speed: Average
Armor: Aircraft Plating
Movement: Air
Requirements: Machine Junction & Cabal Laboratory
Additional Info:
- Available to the Syndicate when they infiltrate an Enemy Cabal Archives
- Can Mind Control Up to 5 Units
- Immune to Psionics
- Immune to Vehicle Sniping
- Can gain Experience (Controlled Units confer partial experience to the Puppet Master)

Not all new research is gained through testing. Sometimes the Syndicate finds new technology in the form of betrayal. Take for example the Puppet Master, Using newly acquired research from Allied Intel that was recovered from Syndicate defectors the Syndicate is able to to produce this new aerial psychic platform. The ability of flight grants it unparalleled movement within the battlefield giving it an edge when taking over enemy groups. Aside from this the Mutant Brain normally used in Masterminds have been implanted with neural limiters that prevents the Puppet Master from mind controlling too many targets and has limited their maximum control to up to 5 targets. This in turn does however open up new weaknesses to the experimental platform as now instead of ground threats it is now vulnerable to Anti-Air weapons and is still unable to take control of air units.

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Last edited by Atomic_Noodles on Tue Jul 18, 2017 3:15 pm; edited 2 times in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 20, 2016 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

not bad
Though as an airborne (almost hero/super) unit, it should be a lot bigger, maybe twice the size.
Right now the size is more suitable for a ground unit which shouldn't overlap into adjacent cells.

The concept art also looks a bit more menacing, since it has more round organic shapes, while this is quite boxy.
The fingers seem quite short as well.
A visible brain texture on the canopy would be nice too. Maybe even hva animated with a slightly pulsating brain.

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deathreaperz
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Joined: 20 May 2013
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PostPosted: Thu Apr 21, 2016 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Godhand! :p

Anyway, nice as always, Jem!

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Tue Jul 18, 2017 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

BUMP.

Updated the Voxel thanks in part mostly to MadHQ for giving me a hand with the new model.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 18, 2017 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks nice

could you show a before/after? It's always nice to see the old model for comparison.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Tue Jul 18, 2017 11:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

April 2016


July 2017

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TAK02
General


Joined: 28 Jun 2015
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PostPosted: Wed Jul 19, 2017 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't know about you, but I liked MadHQ's 'unfinished' version a lot more.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Jul 19, 2017 8:57 am    Post subject: Reply with quote  Mark this post and the followings unread


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NucleiSplitter
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Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Wed Jul 19, 2017 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I agree, the old one looked too simple, the new one looks better, add a strap around the hand so it looks like the machinery on it won't fall off while moving Laughing

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Wed Jul 19, 2017 4:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've already added scaffoldings and a jet engine. Haven't tested yet if they look good in-game.



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TAK02
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Joined: 28 Jun 2015
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PostPosted: Wed Jul 19, 2017 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ's is simple, true, but it just felt more natural to me, like something properly polished.
Not saying that I can do better, but something just doesn't seem right with your version. I don't really know what.
Maybe the Hand itself? Could use a little rework, judging from the few 'wrong' colored pixels visible in the HVA. Other than that, I can't really see any problems with it.
Well, except for the back of the wrist. It feels too empty.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Jul 19, 2017 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Those are intentional. I blurred and added darkened edges on each of the layers of the hand itself with photoshop to give the hand itself grimed up look similar to the Yuri Statue Head Voxel.

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Wed Jul 19, 2017 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like a true unit that will make this mod recognized: a Giant Hand flying in mid-air. Mind-controlling those who dare stand near it (I wouldn't want to see that IRL) Laughing

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Jul 20, 2017 8:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Excellent improvement. So it does fly instead of just hovering a few feet above ground?

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Atomic_Noodles
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PostPosted: Thu Jul 20, 2017 9:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Yep. It's a flying unit similar to the Kirov.

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NucleiSplitter
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Also Known As: martx
Joined: 28 Oct 2016
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PostPosted: Thu Jul 20, 2017 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Yep. It's a flying unit similar to the Kirov.

When your mod gets huge like MO, they will probably remember this unit as part of your mod just like the Centurion being part of MO Wink

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 20, 2017 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

The shape and detail of the new bigger hand is much better, however
-the fingers are too parallel imo. The old one had this more "relaxed" finger stance with some of the fingers being apart and going slightly to the side.
I think it would already help a lot if you bend the small finger a bit outwards. Like 10° or something.
-the superstructure looks now too small for the bigger hand
with the bigger space on the hand, the superstructure and especially the brain should be made bigger with some more nice details (like a visible pulsating brain).
The old one looked like a glove, which i find nice, while the new one looks only like a small mechanical piece slapped on top. They don't look like they belong together and are just a result of 2 different models being merged.
-the new hand texture looks like stone. The old one had these more mechanical metallic shiny fingers which imo fits and looks better for a high tech unit.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Sat Jul 22, 2017 6:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Since i like the concept i gave it a shot myself.
Just the main shape without any texture.
Feel free to go on from here and finish it.

In the zip is the 3DS model and the 3ds2vxl converted vxl.



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Jul 22, 2017 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Yep, THIS is a true Puppetmaster (or was it Pupeteer?)

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Crimsonum
Seth


Joined: 14 Jul 2005
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PostPosted: Sat Jul 22, 2017 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like how in LKO's version the superstructure looks like a glove #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 23, 2017 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

A little update, now with textures.
Can anyone create an ingame for me? I don't have any running RA2/YR.
Thus i have no clue if its size is too big or too small or has black holes syndrome.



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3ds, textures and VXL

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Sun Jul 23, 2017 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Scary hand 0_0

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Sun Jul 23, 2017 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Smile



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 23, 2017 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

thx
seems way too bright.
But this would be easy to fix by simply changing the texture files and then converting again.
Size looks ok for a big air unit matching the kirov.

btw, attached my 3ds2vxl conversion settings



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Atomic_Noodles
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PostPosted: Sun Jul 23, 2017 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll be editing that one then. It's a bit big for me so i'm actually shrinking it down to a more manageable size for editing to the Kirov. As its 118x89x180 in VXLSE and it lags as is just to navigae through the grids.

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PussyPus
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PostPosted: Sun Jul 23, 2017 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Redunant voxels can make it lag, just remove the refunant voxels.

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Sun Jul 23, 2017 11:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

PussyPus wrote:
Redunant voxels can make it lag, just remove the refunant voxels.


I really do not think this is true. I do not think the TS/RA2 engine real times the rendering of vxls in game, it would be way to expensive for processing.

I am fairly confident vxls are rendered once to a sprite (texture, image, data array), and then pixel modification to add them to the final in-game render.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Mon Jul 24, 2017 6:26 am    Post subject: Reply with quote  Mark this post and the followings unread

In addition do 3ds2vxl generated vxl have no redundant voxel. They are hollow.

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Atomic_Noodles
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PostPosted: Mon Jul 24, 2017 6:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Can imported models have thicker internal parts. This is whats mainly taking most of my time on actually doing the edit of it since right now shrinking down the pixels in VXLSE actually makes it so you lose some of the edges since they're all 1-pixel thickness.

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Lin Kuei Ominae
Seth


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PostPosted: Mon Jul 24, 2017 7:06 am    Post subject: Reply with quote  Mark this post and the followings unread

You shrink it in VSE?
Just run 3ds2vxl with my above shown settings but then use a smaller value for Voxel Resolution Override. Voila, you have a smaller version with a single click.

What do you mean with "shrinking down the pixels"? In VSE is no shrinking option afaik.
Also the pixels are voxel and voxel (little 3d cubes) have a fixed size. All you can do is to reduce the render size via the header Voxel Bounds, but that doesn't shrink the voxel, only the distance between the voxel is reduced. Thus they start overlapping each other.

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Last edited by Lin Kuei Ominae on Mon Jul 24, 2017 7:12 am; edited 1 time in total

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Atomic_Noodles
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PostPosted: Mon Jul 24, 2017 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm currently in the process of downsizing them in photoshop layer by layer. Nearest Neighbor to not get blurring. Basically i'm adding 2-3 extra pixels form inside each layer so when they get shrunken down they don't disappear.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Mon Jul 24, 2017 7:13 am    Post subject: Reply with quote  Mark this post and the followings unread

sounds WAY too time consuming.
Use 3ds2vxl single click option. You have all necessary source files (3ds + textures)

With your method you most likely also ruin the normals. VSE auto-normals can never give you such good normals as the 3ds2vxl converted ones.
e.g. the brain will most likely look like a plain surface with auto-normals, while 3ds2vxl keeps the subtle bumps and dents visible via the normals.

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Atomic_Noodles
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PostPosted: Mon Jul 24, 2017 7:22 am    Post subject: Reply with quote  Mark this post and the followings unread

I'll be covering up the Brain with a glass dome like the Vanilla Mastermind though and IDK if i'll be reapplying the normals anyway since i was going to add some new pixels in it as well or repainting some bits. I'll see if that one works out too. and also 3DS2VXL seems to crash for me.

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
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PostPosted: Wed Jul 26, 2017 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Holy shiat!! That's huge, but Atomic's Take on it feels more like his style than an open brain on a hand, and I'll guess what Atomic will do to the Brain, Turn it into a huge blue glass ball like the mastermind right? Laughing

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