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Soviet MRV
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Jul 09, 2018 5:28 am    Post subject:  Soviet MRV
Subject description: Mobile Resource Vehicle
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Soviet version Slave Miner



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Last edited by cxtian39 on Mon Jul 09, 2018 6:25 am; edited 1 time in total

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OverWatch
Rocket Infantry


Joined: 23 Jun 2016
Location: The lijiang tower

PostPosted: Mon Jul 09, 2018 5:34 am    Post subject: Reply with quote  Mark this post and the followings unread

good design

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Jul 09, 2018 5:43 am    Post subject: Reply with quote  Mark this post and the followings unread

So it has only 2 chimneys, and 2 pumps similar to those of the industrial plant

Fixed your gif
-TB



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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Mon Jul 09, 2018 6:53 am    Post subject: Reply with quote  Mark this post and the followings unread

So cool

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JeagerEX12
Soldier


Joined: 22 May 2016

PostPosted: Mon Jul 09, 2018 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

This unit should be in Red Resurrection as a new voxel base for the Libyan Slave Miner.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Jul 10, 2018 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Deploying
Also add a triple grenade launcher



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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jul 10, 2018 3:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Looking good. I guess the Grenade Launcher is only on the Deployed Version. So you can make it a SHP Turret.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Jul 10, 2018 7:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Both versions have grenade launcher Very Happy
For balance reason it's not stronger than Yuri's slave miner's machine gun

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Jul 12, 2018 3:54 am    Post subject: Reply with quote  Mark this post and the followings unread

I know it looks weird, still not sure how 4 two-segment legs walk



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soviet miningbots
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Jul 12, 2018 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Emmm



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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Fri Jul 13, 2018 6:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Jul 13, 2018 8:05 am    Post subject: Reply with quote  Mark this post and the followings unread

This is outstanding. Very cool work, we needed new fresh slave miner.
Is there some cameo for it?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Jul 13, 2018 11:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

A small tank icon at right upper corner to distinguish what category it is. I feel it's necessary to do so for vehicle tab because the game puts all vehicles, planes, and vessels under it. I want players to know what factories they come out.



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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Sun Jul 22, 2018 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks nice. Will you eventually make it public?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Jul 26, 2018 3:40 am    Post subject: Reply with quote  Mark this post and the followings unread

WoodleMyNoodle wrote:
Looks nice. Will you eventually make it public?
Will do

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 26, 2018 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
I know it looks weird, still not sure how 4 two-segment legs walk

check out studies about walk patterns of different animals.
Gait on Wikipedia

if you use inverse kinetics (3dsmax), then you can replicate this very easy with the IK-Solver, where you only have to animate the foot (the end-point of the IK-Solver) following the patterns in the image below and the rest of the leg follows

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Mammamia_M
Medic


Joined: 28 Jun 2018
Location: No Zuo No Die Star

PostPosted: Thu Aug 02, 2018 1:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Really kawayi, I mean the slaves...

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Oct 15, 2019 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

1 year bump.
Amphibious version.



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Oct 15, 2019 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Ooh...
Nice idea!

Not liking the RA3-like looks of the deployed miner tho...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Oct 16, 2019 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

The deployed miner needs a much better lighting setup.
There are no highlights, reflections, inner shadows. Just a matte evenly lit 3d model, which looks worse than the vxl ingame lit version.

IIRC a while ago someone posted a tutorial or preconfigured scene which renders a 3d model just like the engine renders VXL.
The result might not look as good as a nice light setup with ambient occlusion and nice materials, but it would match well the voxel and make the deploy transition much smoother.
\edit
found the scene made by Kenosis

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X-Mech Calendar (28 Mechs for GDI and Nod)
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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Oct 17, 2019 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 that is bloody awesome! i like that miner. Also I notice that blue infantry. What is this? Seems like frozen/diamond body attached to cyborg base

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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Thu Nov 07, 2019 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Neat! I've been interested in this one for a long time. Glad to see you're still working on it.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Nov 07, 2019 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice idea with the small tank icon, do you have any ideas of how to design vessel and aircraft icons? The ones that you said you wanted added to each unit's cameo so the player knows it will come out of?

The problem I have is that RA2 has no symbol for ships or aircraft, so I can't imagine. Care to share a concept or two to use a template or something?

Also, aren't you going to fix the walk of the miners? #Tongue

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I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Nov 08, 2019 6:41 am    Post subject: Reply with quote  Mark this post and the followings unread

These icons are from RA3 obviously.
Walks....

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Nov 08, 2019 6:52 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
These icons are from RA3 obviously.

I was actually hoping you wouldn't be using RA3's icons. But thank you nonetheless.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Nov 08, 2019 7:51 am    Post subject: Reply with quote  Mark this post and the followings unread

what's wrong

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Nov 08, 2019 8:53 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
what's wrong

RA3. Enough said.

Still more preferable than C&C 4 tho #Tongue
I'll get the bleach.

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