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Half Track MLRS
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Tacyarts
Vehicle Drone


Joined: 30 May 2010

PostPosted: Wed Jun 02, 2010 6:15 pm    Post subject:  Half Track MLRS Reply with quote  Mark this post and the followings unread

I'm still learning the basics of making voxels and wondered if the remap looks ok on this unit ?

Also is there a way to umm texture/shade the unit without hand drawing ?

Half track MRLS - Voxel Size 33 x 35 x 73
Suggested TS Bounds ( 0.7 of original ) - Min X ( -11.55 ) Min Y ( 0 ) Min Z ( -25.55 ) : Max X ( 11.55 ) Max Y ( 24.5 ) Max Z ( 25.55 )


Tac.



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Last edited by Tacyarts on Tue Jul 06, 2010 3:05 am; edited 2 times in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Jun 02, 2010 6:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, the unit looks really nice. Remap spots and wheel/track texture is alright, but the main gray texture needs some variation. Patches of lighter and darker gray.

Yes, there is an "add texture" tool, but I recommend you to paint voxel by voxel.

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Wed Jun 02, 2010 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its pretty good, better than some of my firsts.

But I have some suggestions for you:
1: Re-size it for in game use. It seems a bit big, but that's easily remedied without touching a single voxel...
2: Maybe the missiles could be on a turret, rather than permanently forward.
3: I suggest a tad more remap.

Keep it up!

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Tacyarts
Vehicle Drone


Joined: 30 May 2010

PostPosted: Wed Jun 02, 2010 6:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Wow, the unit looks really nice. Remap spots and wheel/track texture is alright, but the main gray texture needs some variation. Patches of lighter and darker gray.

Yes, there is an "add texture" tool, but I recommend you to paint voxel by voxel.


Thanks for the advice. I'll spend a bit more time manually adding textures if you think its better than using the "add texture" tool.


Atari2600 wrote:
Its pretty good, better than some of my firsts.

But I have some suggestions for you:
1: Re-size it for in game use. It seems a bit big, but that's easily remedied without touching a single voxel...
2: Maybe the missiles could be on a turret, rather than permanently forward.
3: I suggest a tad more remap.

Keep it up!


Thanks for the comments,

1: The voxel is 33width x 35height x 78length.
I'm unsure what to resize it to. Would you suggest a similar size of a medium tank ?

2: I have seen people mention turrets but as yet I've not tried playing with them. If you could possibly use the above unit and make a basic turret so I could download it and see how you created it, it would help alot.

3: Is it ok to place remaps on roof or bonnets of vehicles or should that be avoided ?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Jun 02, 2010 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

1) You'd be resizing the bounds of the voxel rather than the voxel itself, and that'd require the HVA editor, or knowledge of using it.

2) Turrets are set up as so:
###.vxl ;your voxel
###tur.vxl ;your voxel's name with the -tur suffix. This is the turret
###barl.vxl ;your voxel's name with the -barl suffix. This is the barrel

They're put together with the HVA editor and art.ini

3) large remap sections look good in some situations, but look bad in others. You really have to experiment with it, because there really isn't a rule of thumb afaik.

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Tacyarts
Vehicle Drone


Joined: 30 May 2010

PostPosted: Wed Jun 02, 2010 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
1) You'd be resizing the bounds of the voxel rather than the voxel itself, and that'd require the HVA editor, or knowledge of using it.

2) Turrets are set up as so:
###.vxl ;your voxel
###tur.vxl ;your voxel's name with the -tur suffix. This is the turret
###barl.vxl ;your voxel's name with the -barl suffix. This is the barrel

They're put together with the HVA editor and art.ini

3) large remap sections look good in some situations, but look bad in others. You really have to experiment with it, because there really isn't a rule of thumb afaik.


Thanks Orac,

1: I now understand how to edit the "header" of a voxel to resize it. Although I did initially have trouble getting a unit to fit inside the "box" that appears around the unit when you click on it.

2: Ummm errrr ... that all sounds like Klingon to me Wink
I have read that its possible to have 3 sections, Body, Turret and Barrel and I assume each is a seperate voxel that all fit together.
I've only just started creating voxels so I dont understand about HVA's or how to align things as yet. Thats why I asked Atari2600 if they could make a basic turret/shape that would fit on the half track and upload it so I could study what they had done.

3: As for remaps I think I'll work from a stand point that less is better for now. Its not hard to add a little extra if required.

Tac.

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Wed Jun 02, 2010 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow! Just wow, getting better faster and faster I can see.... I need you on my team.

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Tore wrote:
Oh noes Nod32 must have found some GDI32 in the art.ini file!

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Clicky

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