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F-22 [TS]
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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Sat Sep 30, 2006 8:56 pm    Post subject:  F-22 [TS] Reply with quote  Mark this post and the followings unread

SExy new skinz

(download includes remap)



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Last edited by l3lood on Tue Oct 03, 2006 3:31 pm; edited 7 times in total

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Sat Sep 30, 2006 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

remap is thoes colors that changes to yor team color. they are the red line of color is the left of VXL SE III. BTW a nice, simple plane you got there

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Sat Sep 30, 2006 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea, I know what they are used for now. But how do I apply them to my voxel. If you can understand what I'm asking..

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Sep 30, 2006 11:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

The proportions are wrong & you used auto-normals so it’s nothing special TBH :/

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Sat Sep 30, 2006 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
The proportions are wrong & you used auto-normals so it’s nothing special TBH :/


Explain, whats out of porportion, and how do you manually normal something?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Sep 30, 2006 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

It’s not long enough & it’s also too tall so it looks like it’s been squished. To edit the normals just select the view normals option (or whatever it’s called in the program you using). Editing them can be complex tho & I can’t explain it in a single post but there are several tutorials on the subject so have a look for them.

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Sun Oct 01, 2006 4:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
It’s not long enough & it’s also too tall so it looks like it’s been squished. To edit the normals just select the view normals option (or whatever it’s called in the program you using). Editing them can be complex tho & I can’t explain it in a single post but there are several tutorials on the subject so have a look for them.


Thanks for the input, I'll work on it Wink

Oh, I use VSEIII 1.2c. I also found the view normals mode, now where do I go from here? And what is the advantage over auto normals and manually doing this.

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Jeeves
Cyborg Soldier


Joined: 30 Jun 2006
Location: Oz, but near Melbourne, so its ok

PostPosted: Sun Oct 01, 2006 5:46 am    Post subject: Reply with quote  Mark this post and the followings unread

As mentioned, remap is the red colors on the left of the palette, so to apply you paint them on as you would any color.
A normal is an imaginary line perpendicular to a surface used in geometry and waves, such as light. As such, the value or shade of the normal defines how the voxel its applied to will reflect the ingame lighting, and as such how well defined, clear, and colored it will appear. As autonormals just guess what the angles and facings are, they will suffer from the effects of bad normals, wheras when manually applied, each normal should be correct, thus the voxel should look spiffing. Example of manually applied normals Example of Auto-normals Notice light and dark voxels, and angles/rounded vs staircased areas.
EDIT: Better/less slack examples: Auto Manual

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Oct 01, 2006 5:52 am    Post subject: Reply with quote  Mark this post and the followings unread

well, it looks good, but it's missing remap, like Duplexxx pointed out.

The remap colours are in the red scheme at the lower left corner of UNITEM pallete (the pallete where you're getting your colours from). The colours 16-31 are remap colours.

EDIT: Didn't see Jeeves' post...

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Sun Oct 01, 2006 6:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks alot guys for the input and help. I'll work on its somemore, and hopefully get something accoplished.

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Sun Oct 01, 2006 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, I manually normalled it, and put a remap on it. I also lowered it, and lengthend it. If you have any comments or suggestions please don't hesitate express them. Thanks again for all of your help.



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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sun Oct 01, 2006 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

make sure the wings, tail fins and stablizers, and all other one voxel thick surfaces are doubled.. normals are really wierd when they are only one voxel thick...

Otherwise, it's a really brilliant design.. just... dont put the remap on the nose.. everywhere else is great!... other than those, rock on!!

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Sun Oct 01, 2006 6:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's all 2 voxel thick, and I'll take the nose remap into consideration.



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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Mon Oct 02, 2006 1:24 am    Post subject:   Reply with quote  Mark this post and the followings unread

it looks awesome KLU. nice work

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Oct 02, 2006 1:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Spotlight

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Mon Oct 02, 2006 5:11 am    Post subject: Reply with quote  Mark this post and the followings unread

I think I'm finally done with this voxel. I really appreciate all the help you guys gave me. I updated the first post with the download.

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Mon Oct 02, 2006 12:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think it looks like a great voxel, nicely detailed, with the normals problems sorted out. And it does look a lot nicer with the remap off the nose.

Anyone else think its worthy of a spotlight?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Oct 02, 2006 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

The normals are still a bit dodgy :/

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Mon Oct 02, 2006 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ingame shot (send it to someone to take it for you).?

@ Muldrake - I do. When he works abit on the normals and we see it ingame that is. Smile

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Zodiac
Gauss Rifle Trooper


Joined: 02 Feb 2006
Location: Svaynaq *Uses ROT13* The answer is: Finland!

PostPosted: Mon Oct 02, 2006 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Worthy of a spotlight.

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Mon Oct 02, 2006 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's finally done. I redid the normals and I think I finally came to a finish on this voxel.

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Mon Oct 02, 2006 8:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

The normals are much better now.

I say overall the voxel is quite good. The texturing at the top side of the plane is good, but I feel you should do more of this, like around the nose and cockpit, as well on the underside.

A lot of people don't bother with detailing the underside, but this is just lazy, and you notice it when your plane crashes Wink.

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Mon Oct 02, 2006 8:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

need sbetter detail

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Tue Oct 03, 2006 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Muldrake...before you jump the gun and spotlight this, may I suggest Ingames be required of ALL voxels that are potential spotlights? People have this habit of taking VV shots that look OMG NICE and the voxel ends up looking like a clump of pubic hair.

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Jeeves
Cyborg Soldier


Joined: 30 Jun 2006
Location: Oz, but near Melbourne, so its ok

PostPosted: Tue Oct 03, 2006 1:48 am    Post subject: Reply with quote  Mark this post and the followings unread

lol, I agree, the gmae never does my voxels any justice either #Tongue

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Tue Oct 03, 2006 1:57 am    Post subject: Reply with quote  Mark this post and the followings unread

new skin Smile

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Oct 03, 2006 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread

What happed! it looks like it crashed into a sandbox o_0

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Universal
Stealth Laser Trooper


Joined: 17 Jan 2006
Location: Germany

PostPosted: Tue Oct 03, 2006 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

it looks like it got caught in a sandstorm in Iraq #Tongue

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue Oct 03, 2006 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

@ Universal- carppy pun. Neutral

And yeah, the original was much better than this version...

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Tue Oct 03, 2006 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

OMG, it's digital camo... not a sandstorm

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Universal
Stealth Laser Trooper


Joined: 17 Jan 2006
Location: Germany

PostPosted: Tue Oct 03, 2006 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

I still dislike this version. You'd better be off using the public download f-22 and modifying it.

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Tue Oct 03, 2006 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

different skin added

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