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Burke Class Aegis Destroyer [RA2]
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yurilee19871021
Medic


Joined: 10 Mar 2010
Location: Taiwan

PostPosted: Fri Mar 12, 2010 2:49 pm    Post subject:  Burke Class Aegis Destroyer [RA2] Reply with quote  Mark this post and the followings unread

I made this according to web reference...
Configuraiton is flight IIA...

Sorry no in game... currently I don't have Yuris Revenge #Tongue...
( I will post ingame later...)



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Last edited by yurilee19871021 on Thu Mar 18, 2010 4:10 pm; edited 1 time in total

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sat Mar 13, 2010 1:44 am    Post subject: Reply with quote  Mark this post and the followings unread

That might actually look really good ingame...!

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Mar 13, 2010 2:05 am    Post subject: Reply with quote  Mark this post and the followings unread

From the looks of things the auto-normals are gona spoil it ingame, shame really :/

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Mar 13, 2010 2:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm...
It looks interesting, but I fear that ingame it will glow because of the light colours you used.
But I could be wrong.

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Mon Mar 15, 2010 6:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Re-normaled and down-scaled for TS, this would probably look quite fine. Do you have any more like these, yurilee?

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Mon Mar 15, 2010 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I made a small change that should improve the ingame look a bit.

Shading goes a long way.



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Eldrei
Missile Trooper


Joined: 11 Mar 2010
Location: Fixin' in mah PPM.

PostPosted: Mon Mar 15, 2010 9:57 am    Post subject: Reply with quote  Mark this post and the followings unread

That black tower is supposed to be strait and not in slanting position.

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yurilee19871021
Medic


Joined: 10 Mar 2010
Location: Taiwan

PostPosted: Thu Mar 18, 2010 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Detail Improved Version
-New Radar "Shields"
-New Radar Domes
-Darker Hull Color



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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Sun Apr 11, 2010 3:08 am    Post subject: Reply with quote  Mark this post and the followings unread

BUMP (not crap i swear) soo yeah, i put this units as an replacement for my aegis, all okay and all, THEN, i got myself with this madness, WTH does it means, never happened before. :O Surprised



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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sun Apr 11, 2010 3:51 am    Post subject: Reply with quote  Mark this post and the followings unread

FUU............

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Apr 11, 2010 4:01 am    Post subject: Reply with quote  Mark this post and the followings unread

I've had that several times myself before, happens with messy multi section vxls.

Yurilee stop adding all the small details as separate sections, you're just fecking it up.

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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Sun Apr 11, 2010 5:27 am    Post subject: Reply with quote  Mark this post and the followings unread

oh, lol i though it was because, i don't know, broken .mix maybie, but that never happened before, soo..... Confused

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Mon Apr 12, 2010 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
From the looks of things the auto-normals are gona spoil it ingame, shame really :/


I thought the new versions of the voxel editor had perfect normals..
Weren't perfect normals cracked like 2 years ago?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Apr 12, 2010 4:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Well... normals which are perfect on some shapes is easy, but if you have multiple different angles or curves there is a problem. It seems to me to be a complex trouble with differentiating between whether something is an angle or part of a face/curve. But I'd consult Banshee on that.


Also, Mig is correct, multisectioned voxels really aren't necessary if it isn't in some way animated..

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