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 Forum index » Modding Central » Public Project Announcements
Scorched Earth MOD by G-E
Moderators: Generals Moderators, Global Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
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G-E
General


Joined: 09 Feb 2015

PostPosted: Sun Apr 05, 2015 12:13 pm    Post subject: Reply with quote

Too strong for what?


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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sun Apr 05, 2015 12:49 pm    Post subject: Reply with quote

Nah, it's good as-is.
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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Apr 05, 2015 1:02 pm    Post subject: Reply with quote

Working on the next one Smile


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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Apr 07, 2015 5:03 am    Post subject: Reply with quote

So my big white/blue oldage home doesn't really fit with a dreary RA2 look, instead of converting it entirely, I'm breaking it back up into pieces, and making variations...  (the one on the right)

The new one on the left is all cut&paste, except minor fixups, and a few surfaces like the roof and doors.

Encouraging me to make more is a simple fact, I'm getting faster Wink


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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Tue Apr 07, 2015 1:10 pm    Post subject: Reply with quote

They all look amazing.
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G-E
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Joined: 09 Feb 2015

PostPosted: Thu Apr 16, 2015 5:28 pm    Post subject: Reply with quote

Made me a large excavator/loader, something more accurately scaled, not that bobcat sized thing CONA haha Smile


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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Apr 17, 2015 9:15 pm    Post subject: Reply with quote

Every loader needs a 'dozer Smile


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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Fri Apr 17, 2015 9:18 pm    Post subject: Reply with quote

Nice stuff.
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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Apr 17, 2015 9:36 pm    Post subject: Reply with quote

Maybe it's possible to animate the shovel via hva to make it work like the old Ore Truck in RA?
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G-E
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Joined: 09 Feb 2015

PostPosted: Sat Apr 18, 2015 12:37 am    Post subject: Reply with quote

You want it to flap up and down while it's driving? haha
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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sat Apr 18, 2015 1:09 am    Post subject: Reply with quote

How Voxels work limits this. And you can't animate Body Sections aside from making it movement/active animations (Via looping)

Which is why the Miners/Harvesters didn't have Plows anymore. Great Job on the voxels. Though I'm guessing you made them as something like Civilian Miners you could capture as well?
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G-E
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Joined: 09 Feb 2015

PostPosted: Sat Apr 18, 2015 6:11 am    Post subject: Reply with quote

Back to playing around with maps, since I need a testbed to showcase all the things...

Still very WIP, but shaping up nicely...


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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Apr 19, 2015 8:40 am    Post subject: Reply with quote

Doing some in game testing...

FA2 really hated CASANF16-18 until I re-converted them to fix the rubble on the generic versions. I tried renaming them, moving the order, re-adding to the mix then compacting, nothing worked. Finally figured since I tried everything else I should fix the art... voila!

As you can see the in-game rendering of the bulldozer is way too messy, I'm going to have to remove detail or make it bigger, it's currently shrunk to 80% but I'm going to check what 100% looks like first.

BTW I forget who's tip it was, I've been using XCC Mixer to add the files, which I had poor success with previously. Ever since I opened one of my good mixes, deleted the old files, then added my new ones, everything has been stable.


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Shrunk to 66% from last time, just right :)
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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Sun Apr 19, 2015 3:56 pm    Post subject: Reply with quote

hey G-E, great work....
but the normals in your voxels are very bad .-.
(the voxel is nice)
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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Apr 19, 2015 6:20 pm    Post subject: Reply with quote

Yea the new VXLSE 1.4 beta occasionally gets confused and flips the axis... in previous screwups it flipped on Y but that time it appeared to be on Z.

However I widened the actual voxel by 6 layers, so the wheels and cab are wider, which makes a dramatic improvement to rendering.

You can see a newer screenshot in the port-o-potty thread.
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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Apr 19, 2015 11:55 pm    Post subject: Reply with quote

I'd say the map came out pretty nice, I have a large park, an undeveloped suburbia and a high density main drag next to an interstate highway...

Making me wish I had more customizable road tilesets, but I'll get there eventually Smile

I will add a couple more derricks, but just because of the scale and defensive positions, war is very costly on the map...

*updated image*


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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Apr 20, 2015 8:47 am    Post subject: Reply with quote

Your missing the paris tower, every other monument & famous building from around the world is on that map tho!
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G-E
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Joined: 09 Feb 2015

PostPosted: Mon Apr 20, 2015 9:14 am    Post subject: Reply with quote

That's not true, there's no pyramids or tiki huts of any kind Smile
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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon Apr 20, 2015 11:46 am    Post subject: Reply with quote

Very nice, I love how much space everyone (except the SE player) gets for developing their base. I dislike how cramped most RA2 maps are compared to TS, so this one is a welcome change.
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G-E
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PostPosted: Mon Apr 20, 2015 9:55 pm    Post subject: Reply with quote

Technically I screwed up on that version, I have since removed the fences at the top-left and bottom-right positions.

Overall each spot has plenty of space for the structures they need, all the non-core structures like defenses can fit anywhere between the map objects anyway.

As with all my maps, having a forward defense is always crucial, sending troops to garrison, or build towers off of captures buildings makes a big difference.

The one challenge is for the size of map, there's really not that much ore, which is ok when playing against an AI since they always have cash to steal, but pvp might prove a challenge without carefully guarding the derricks Smile

You'll also note that I added tons of parking lots, this seems to be an oversight on all the urban maps I've seen, because every building larger than a house in real life has a parking area... although it's clear I'll need to make better parking lot tiles if I really want to make nice city maps.
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G-E
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Joined: 09 Feb 2015

PostPosted: Sat Apr 25, 2015 5:01 am    Post subject: Reply with quote

I swear I don't have any attention deficit problems #Tongue

I'm just working on things as I feel like it, alternating keeps me from getting bored, and keeps inspiration flowing Smile

Finished my garrison and damage frames for CATOR07 and made a new office structure by heavily modifying a rendering I found.

I also decided to make a water decoration in the form of a shipwreck, an old one, but I think I'm also going to make a capsized cruise ship at some point Smile


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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sat Apr 25, 2015 5:47 am    Post subject: Reply with quote

Really good job.
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G-E
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Joined: 09 Feb 2015

PostPosted: Sat Apr 25, 2015 6:58 am    Post subject: Reply with quote

Looks pretty good in game...


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Exley
Cyborg Commando


Joined: 09 May 2011
Location: X-Files

PostPosted: Sun Apr 26, 2015 12:05 am    Post subject: Reply with quote

now that is pretty !!!
love old boat wrecks !
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G-E
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Joined: 09 Feb 2015

PostPosted: Mon May 04, 2015 1:15 pm    Post subject: Reply with quote

I've been busy with other things, haven't even wanted to play much less mod...

Amazing what insomnia helps you get done though Wink

Made a new Tesla tank body, though my concept art included a new turret, I'm recycling the existing one for now.


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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue May 05, 2015 4:44 pm    Post subject: Reply with quote

Very nice! Are you going to remodel every Soviet unit in this style?
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G-E
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Joined: 09 Feb 2015

PostPosted: Wed May 06, 2015 12:31 am    Post subject: Reply with quote

I hadn't intended to, but increasingly it makes more sense, there's not many land units left...
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G-E
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Joined: 09 Feb 2015

PostPosted: Thu May 07, 2015 10:28 pm    Post subject: Reply with quote

New Siege tank...

Had a bitch of a time getting the grinding wheels right, voxel viewer shows it correctly, both HVA builder 2.0c and 2.12 are wrong... had to manually set the offset with the transform box in VXLSE.

Needs some additional remap, but I'm lacking the inspiration to figure out what that should be...


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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri May 08, 2015 8:13 am    Post subject: Reply with quote

Looks more like a mine roller then a grinder :/
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G-E
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Joined: 09 Feb 2015

PostPosted: Sun May 17, 2015 8:56 am    Post subject: Reply with quote

I was inspired to make the Kornet from the military pics thread, obviously with some tweaks to match the game/mod a little better, but very close overall.

So having this unit, I can now fill the spot formerly occupied by the Avenger, a stolen tech hybrid of IFV and HTK, and therefore give the Avenger back to the allied side, if I can find a spot for it.


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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun May 17, 2015 10:24 am    Post subject: Reply with quote

Great! (I'm assuming the missile rack is a turret #Tongue )
But shouldn't it be in Soviet colors then?
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G-E
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PostPosted: Sun May 17, 2015 11:07 am    Post subject: Reply with quote

My soviets are gray.. unless you mean the allied blue at the bottom of the launchers? I didn't notice until after but really doesn't matter as they would be the missile tails or trapdoors only. Yes it's a free spinning turret

As with all things I'll probably tweak the chassis some more, maybe make it a little dirty on the bottom, or even darken the whole thing -- slab sided units need a lot of tricks to look good in RA2.
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G-E
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Joined: 09 Feb 2015

PostPosted: Mon May 18, 2015 3:51 am    Post subject: Reply with quote

I figured you guys would like to see some of the other units a rendered.


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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon May 18, 2015 7:43 am    Post subject: Reply with quote

I like the defender. Smile The bug thingy is interresting, too.
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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Mon May 18, 2015 8:02 am    Post subject: Reply with quote

Awesome stuff.
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G-E
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Joined: 09 Feb 2015

PostPosted: Mon May 18, 2015 9:04 am    Post subject: Reply with quote

The Arachnid is stolen tech, think of it like a mirage drone with a powerful machine gun...

Defender is the Lybian equivalent of the Abrahms, slots in between the Rhino and Apoc with a longer range gun. Slightly stronger than the Rhino, with longer range, but weaker in both cases than the Apoc. Cost is closer to the Apoc.

As with all the fighting vehicles, cost and features distinguish them, each having a place in a tactical arrangement, if the budget allows it. You can still win a war with Rhinos or Grizzlys Smile

There's a major change in my mod regarding economy, that is the previous Ore Purifier is now a Fusion Reactor, so the allied houses had all the prices spread to a wider delta. This gives them the option of fighting on the cheap, or going with the more extreme units if they can afford it.

The one thing that is unavoidable is the cost of naval war, it is very costly to fight in the water. It's one of those things that will seriously make you think about playing turtle and working on your economy, but it's a decision not to be made lightly, the ranged vessels have a lot more range Wink
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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon May 18, 2015 11:38 am    Post subject: Reply with quote

The Defender looks alot like a certain voxel I'm using. Maybe it's a recreation of that voxel or maybe it's coincidence, I don't know. But from how that voxel looks in-game, I believe you might end up needing to give the barrel a bigger diameter.
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G-E
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PostPosted: Mon May 18, 2015 1:10 pm    Post subject: Reply with quote

I borrowed the turret long ago, obviously it's a modern T-series type turret, but as with all things I've made changes.

The chassis itself does borrow design elements from other sources, that's not typically how I make the suspending wheels, and since I'm refreshing all the voxels, I'll redo those too soon.

Several house specific units break the design conventions for the sides they are on, and one of my goals is to make them appear more derivative, but not entirely. Unlike the Havoc (quake tank) which uses the Apoc body 99% as-is.

Going to update the Urutu as well.
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G-E
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PostPosted: Mon May 18, 2015 11:47 pm    Post subject: Reply with quote

Ok these two are done Smile


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G-E
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Joined: 09 Feb 2015

PostPosted: Wed May 20, 2015 5:10 pm    Post subject: Reply with quote

New Mammoth tank... I like the turret, and I like the body, but the body needs something, more flair maybe?


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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed May 20, 2015 6:46 pm    Post subject: Reply with quote

How about .... say the tread protectors get longer and the more they go forward - the smaller they become?
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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Wed May 20, 2015 11:04 pm    Post subject: Reply with quote

Pointed/upward prow always looks good on Soviet tanks. I think it'd look good on a short tank like this one.
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G-E
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PostPosted: Thu May 21, 2015 1:18 am    Post subject: Reply with quote

This is by no means a "small" tank, it just looks smaller than it's size would suggest, because of the double tracks and extra wide farings that creates. The turret alone is larger than the Grizzly.

There's also 2 design aspects to keep in mind, at least the design principles of my mod:

1. Soviet tanks are generally rounded, the seamless "bathtub turret" in a sense, but it generally applies to the whole chassis... hence the bulbous turret.

2. The Mammoth tank is stolen tech from both sides, so it's supposed to be a combination o hybridization of styles as well.

I figure the boring segmented farings on the treads are a necessary design element for the double tracks, and can break the soviet design ethos a little.

And I'm just realizing the turret kinda looks like a spider with the raised absomen, and the 8 ribs of the extra plating look like legs Smile

Pillbox20: you mean taper the treads forward like a triangle? Or do you mean a really pointy section in front?
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G-E
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PostPosted: Thu May 21, 2015 2:19 am    Post subject: Reply with quote

Here's how the sizes stack up...


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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Thu May 21, 2015 3:20 am    Post subject: Reply with quote

beautiful voxels but need more texture  Rolling Eyes

good work...
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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Thu May 21, 2015 7:24 am    Post subject: Reply with quote


Like this, but the other way around.
Bigger on the back side and smaller on the front side.
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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Thu May 21, 2015 8:26 am    Post subject: Reply with quote

I didn't mean it was a "small" tank, but it's surely "short" relative to its' width. And especially relative to the turret. Compare it to the Apoc for example.
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G-E
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PostPosted: Thu May 21, 2015 10:08 am    Post subject: Reply with quote

Millennium wrote:
I didn't mean it was a "small" tank, but it's surely "short" relative to its' width. And especially relative to the turret. Compare it to the Apoc for example.

The barrel lengths also denote how far they shoot... the Defender shoots farther than the Rhino/Apoc, and the Mammoth shoots similarly far with giant shells Smile


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G-E
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Joined: 09 Feb 2015

PostPosted: Thu May 21, 2015 12:04 pm    Post subject: Reply with quote

Attempting to give the Mammoth more plate definition, the scaling is 80% which shouldn't be so dramatic (Apoc is 90%), but it needs help.

Also redid the Light tank chassis to match the sunken driver portholes of the others, added tailpipes and other cleanups... the Gattling tank is next since it shares the same chassis (Remember kids: Reduce, Reuse and Recycle).

The Apoc chassis is used for the Havoc, and since I didn't feel like making a cheesy hammer or some complicated rigging, it's really just a giant pill accelerated by magnets or something.

I trimmed the Defender barrel a touch, unified it with the turret, and did other small cleanups like improving the curve underside, and removing some step effects on top from the normals.


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G-E
General


Joined: 09 Feb 2015

PostPosted: Sat May 23, 2015 3:46 pm    Post subject: Reply with quote

Rather like the effect... LineTrailColorDecrement=1

Previously I had them all 8 or 16, decided to try the slowest possible fade.


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