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IVI SPOW-6A "Leviathan" WIP
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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Mon Jul 07, 2008 8:54 am    Post subject:  IVI SPOW-6A "Leviathan" WIP Reply with quote  Mark this post and the followings unread

so I've been working on this thing for about 6 mo. (yes, that long). Actually, I started working on it 6 mo. ago for 2 days then just resumed working on it yesterday.

Concept:

The IVI SPOW-6A Leviathan is a large dropship capable of carrying up to a maximum of 1000 tons or ~ 1,000,000 kg. This means that at full load the Leviathan can carry up to 2 land destroyers, or 10 mechs, or 20 light tanks, or 30 IFVs, or 9000 power armored troops and their equipment (with the latter two options being in theory only).

The Leviathan has 4 Cold Fusion Reactors. 3 are used for its propulsion, and 1 is used for its armaments. The Leviathan is armored with reforming ceramics, and generates an Electro-Magnetic field about its carapace to help stave off electrically charged enemy projectiles or plasma weapons.

The Leviathan has a crew of 40: 5 engineers, 10 servicemen, 20 weapons crew, 1 captain and 4 other cockpit crew.

The Leviathan has a total of 10 Plasma cannons and 10 laser cannons. for each turret a plasma and a laser cannons are paired. Plasma cannons are in general used for attacking ground targets or other warships while lasers are used for attacking fast moving targets like fighter aircraft.

The Leviathan is capable of sustaining a lot of damage, but it is far from invulnerable. It is particularly vulnerable while taking off or when descending, as much of the energy generated by the reactors is used to counteract gravity and to provide a successful take-off/gentle landing respectively.

Xin Xiao Mei troops have dubbed it 'Da Yu' as the dropship does indeed look like a big fish.

:EDIT: There's a correction: Unfortunately, 30 IFVs or 9000 troops will not fit inside the Leviathan. There's space inside for only 18 light tanks at most; or probably around 1000 infantry (if the carrying bay would be modified to be consisted of several layer decks.



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Last edited by IVI on Wed Jul 09, 2008 3:48 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 07, 2008 9:27 am    Post subject: Reply with quote  Mark this post and the followings unread

give it a light grey texture and you have a nice Battlestar Galactica. Very Happy

no serious, the shape looks good. maybe a bit more detail on the front and middle part. An internal hangar in the middle section could look nice.
Then all it needs is a good texture.

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cdmt
Cyborg Engineer


Joined: 25 Nov 2006

PostPosted: Mon Jul 07, 2008 11:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I like the general shape and look forward to you detailing it.

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Mon Jul 07, 2008 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

its a bit dark. just do what LKO said and you have a winner #Tongue

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Wed Jul 09, 2008 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

@ lin, yeah.. I forgot to show you a picture of the underside before... it's supposed to be hollow back then....

Here's how it is atm guys.

Details 80% done; texure = complete.

Color scheme = IVI colors.



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IVIDROP_001.gif
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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Wed Jul 09, 2008 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

BEAUTIFUL

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partyzanPaulZy
Commander


Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Wed Jul 09, 2008 4:14 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Mucafacin awesome! Surprised

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Wed Jul 09, 2008 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Vote for spotlight!!

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Team Black
Defense Minister


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

PostPosted: Wed Jul 09, 2008 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice work here, IVI

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jul 09, 2008 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice that you put so much detail in the big hangar door at the bottom, but unfortunately you'll almost never see this ingame. Embarassed

One thing that you should fix is the engine section texture. Imo it would look better if you make it fade into dark grey from front to back. The light grey at the front would then fit better to the main hull and the dark grey would look like dirt from the engine streams.

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NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Thu Jul 10, 2008 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

IVI: your really good. Why dont you move to RA2?

Quote:
Vote for spotlight!!

it cant be spotlighted, its not a public voxel/not a download

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Thu Jul 10, 2008 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

NewGuy wrote:
IVI: your really good. Why dont you move to RA2?

Probably because RA2 sucks #Tongue lol

Great work, all we need is a public release and its spotlight material Cool

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Thu Jul 10, 2008 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread

I preferred working on TS because I really loved that game (back in high school). Primarily because of the Post-Apoc feeling you get when you play it.... plus, better finish what I started working on too #Tongue

don't worry, I'll release a different public warship when I :finally: finish it Wink

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Fri Jul 11, 2008 2:35 am    Post subject: Reply with quote  Mark this post and the followings unread

screenie.



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The Accident.PNG
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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Fri Jul 11, 2008 4:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Damn thats huge, and I agree with the cyborg Laughing

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Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Sat Jul 12, 2008 3:59 am    Post subject: Reply with quote  Mark this post and the followings unread

I sure hope there's a bath house included, hehe.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 12, 2008 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

if the front white bar is meant to be a cockpit window, you should darken this and make it more like a black blue color. As you can see on the first pic, you should also make a second row of voxels behind it, so you don't have the small holes.

Other than that it looks really great. Just change the pitch values for a more horizontal flight.

Hint: give it 1 or 2 additional sections with some small yellow voxel and animate them in its hva. This could give it a nice engine stream effect. (works only as flying vehicle)

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Sun Jul 13, 2008 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the tips guys. Yeah, I fixed the pitch to make it fly with a 0 degree horizontal flight. Smile

I was never good at fixing black holes, so I filled all the spaces inside the ship to make sure that there wont be any holes the trade off is, it's hard to look at HVA builder because the frame rate drops to 0-1.

btw, I thought that extra sections are ineffective/disregarded for airborne voxels>? Question

also, I tried to do what you suggested with the unit corpses lin, but unfortunately the tiberium too became comprised with tank corpses... and that's not exactly what I was going for Laughing

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NewGuy
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Joined: 24 Feb 2008

PostPosted: Sun Jul 13, 2008 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

This voxel is really good, I think it fit RA2 perfect.
Are you going to release it when it is done?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun Jul 13, 2008 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is for his Mod for TS
...work it out.

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Mon Jul 14, 2008 3:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Lt A1br3cht wrote:
This is for his Mod for TS
...work it out.


Cause it is large enough to use in RA2/YR too.

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