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Triton SuperBattleship
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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Thu Aug 30, 2007 4:36 pm    Post subject:  Triton SuperBattleship
Subject description: warning *large*
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this is a ship I was going to put in my MOD for TS, but like the Spartan tanks, it got scraped.
It could also work in RA2



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Don
Disk Thrower


Joined: 16 Aug 2007
Location: India

PostPosted: Thu Aug 30, 2007 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tell you.Such things can be never coded into RA2

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Thu Aug 30, 2007 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

That thing is HUGE! I wonder how it's going to look in both games...


Don95 wrote:
I tell you.Such things can be never coded into RA2


Are you really sure about it!? I'm very sure that it can be coded in RA2 too, because it's goddamn voxel...

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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Thu Aug 30, 2007 5:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

You might have to play around with the bounds to get it to fit, the size had fit my MOD (of course, I did have a custom shipyard and a few large ocean maps)

I'll look for my files, they are on a CD somewhere, and try to release both the maps and the shipyard, I also have a few more ships.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Thu Aug 30, 2007 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Our friend Don here appears to be very new to modding and has no idea what he's talking about most of the time. So please Don, stop talking shit when you don't know anything.

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Thu Aug 30, 2007 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

are all those black dots windows or torpedo tubes?

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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Thu Aug 30, 2007 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm (digs around for blueprint), yea, they are windows, but I could add some Torpedos (looks at blueprints again, trying to fiqure out where to put torpedos)

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Dupl3xxx
Commander


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

PostPosted: Thu Aug 30, 2007 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

It looks cool B)

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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Thu Aug 30, 2007 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I found the voxel I was using for the weapon.
sry still no torpedos



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Don
Disk Thrower


Joined: 16 Aug 2007
Location: India

PostPosted: Fri Aug 31, 2007 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

IcySon55 wrote:
Our friend Don here appears to be very new to modding and has no idea what he's talking about most of the time. So please Don, stop talking shit when you don't know anything.


Yeah Icy i am new to modding I do know some tricks but i joined here to increase my knowledge about modding.and my post was just a joke f you hate it you can ask Banshee to delete it.and really i was never concerned about civilian units in RA2 much

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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Fri Aug 31, 2007 5:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

can some do me a favor and post an ingame of this thing, I still cannot find my disks to TS (I moved a few months ago, and can't remember where I put the box) and sadly I don't own RA2 (yet), It would be greatly appretiated
(Sry if I misspell anything), Thanks

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Anderwin
General


Joined: 16 May 2005

PostPosted: Sun Sep 02, 2007 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

ingame ?

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Mon Sep 03, 2007 12:27 am    Post subject: Reply with quote  Mark this post and the followings unread

sigh. i freakin tried to do a ingame picture but i think i actually forgot how to mod Sad

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Mon Sep 03, 2007 1:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Dont you just hate that.. Laughing

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Sep 03, 2007 2:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Your hva was horrible, I fixed it for you..

ingames in TS:



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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Mon Sep 03, 2007 4:04 am    Post subject: Reply with quote  Mark this post and the followings unread

No offense Chaotic,but that thing looks horrible, reduce the windows by at least half and..err something else I cant quite place it.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Mon Sep 03, 2007 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

The windows will have to halve the number of windows used and make them twice as big, also if this is a millitary ship you should make it grey or something. Overall i like the general shape but the detail needs some work on it.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Mon Sep 03, 2007 5:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Remove the windows completely or use a dark gray instead of black. Then give the entire thing some much needed texture.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Mon Sep 03, 2007 6:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Also i think you may want to have a look at the normals as well, they seem to be in the extremes.

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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Mon Sep 03, 2007 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think the windows really don't look good ; you should rework (or remove) them. Also, as it is very big, you should scale it down so it gets a better definition.

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Mon Sep 03, 2007 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good lord. That thing is huge... too huge. O_O

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NiGhtPiSH
Cyborg Soldier


Joined: 19 Aug 2006
Location: Sofia, Bulgaria, Yellow Zone

PostPosted: Tue Sep 04, 2007 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Erm huge? This looks like godzilla compared to the TS scale...

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Dupl3xxx
Commander


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

PostPosted: Tue Sep 04, 2007 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

please, redo the normals, and add some texture! It simpely burns my eyes Sad Give it a days work, at it might get good Smile

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Tue Sep 04, 2007 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

meh, it needs to be bigger. lol. but is it me or dose it look like legos O_o

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Tue Sep 04, 2007 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

More detail, and try outlining some of the edges of the sides and tops of various parts, to help define the shape and structure more.
Texture and other detail would also improve it greatly, as mentioned in previous comments, as would working on the normals.

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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Tue Sep 04, 2007 11:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

the reason it looks like legos is because I make all my voxels block by block, and am still working on how to make smooth angles, and as for textures, lets just say, they never have been my strong suit.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Wed Sep 05, 2007 2:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Smooth sides, generally this is how I do it.



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