Five different wheel sizes...? The small ones on the bottom are redundant in & not necessary with other such large wheels.
The structure connecting the body to the tracks is only 1 pixel thick & looks like if you added a turret it would snap off etc, so I'd recommend beefing them up a bit.
The tracks have gaps in them see pics:
gaps.png
Description:
Gaps that will mess up normals & leave visible holes.
Joined: 26 Feb 2010 Location: Inside my temple in Cairo.
Posted: Sat Apr 19, 2014 12:43 pm Post subject:
Should this be some kind of a flame tank? _________________ If you are a member of the NSA and you are reading this, then you should know, that too much curiosity killed the cat!!!
Wenn Sie ein Mitarbeiter des BND sind und das hier lesen, sollten Sie wissen, dass zu viel Neugier der Katze Tod ist!!! QUICK_EDIT
designwise it's definitely something interesting. Like a crazy WW2 weapons project.
However the many different wheel sizes and the many warning stripes give it some kind of cartoonish/childish look.
As Mig said, the 1 voxel thick inner track walls and base of the chassis connecting to the tracks need to be bigger.
With correct normals and a bit more serious/realistic style, it could turn out very well. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Apr 19, 2014 2:14 pm Post subject:
I don't like the gaps in the tracks. Designwise it's cool. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
designwise it's definitely something interesting. Like a crazy WW2 weapons project.
However the many different wheel sizes and the many warning stripes give it some kind of cartoonish/childish look.
As Mig said, the 1 voxel thick inner track walls and base of the chassis connecting to the tracks need to be bigger.
With correct normals and a bit more serious/realistic style, it could turn out very well.
I don't like the gaps in the tracks. Designwise it's cool.
WHY... *cries* jk I personally like the gaps in the tracks, it looks better without covers but meh, whatever... if it seriously has a big difference in-game though, then ill do something about it.
Also, can somebody please explain the Palette flag works? Because the tank looks awkward with pink everywhere in-game QUICK_EDIT
This is that moment when a good talent is coming to PPM.
Nice job there, hoping for an in-game.
With regards to the color issues: The pink colors set and the multicolored set from top-left and bottom-right leave behind those pink dots AFAIK (someone correct me if there are extra-colors that don't work). QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Apr 19, 2014 9:51 pm Post subject:
Every color works theoritecally (or how's it's spelt, I'm a bit drunk atm), it's just the VPL which throws you the pink, by default for every color used from that 4 pink slots just below the small red gradient.
If you use those, you either have to update your VPL either recolor your voxel. Palette does not work on voxel or turreted units (and doesn't even work at all without modding YR and using some kind of exe-enhancer, preferably Ares). _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Every color works theoritecally (or how's it's spelt, I'm a bit drunk atm), it's just the VPL which throws you the pink, by default for every color used from that 4 pink slots just below the small red gradient.
If you use those, you either have to update your VPL either recolor your voxel. Palette does not work on voxel or turreted units (and doesn't even work at all without modding YR and using some kind of exe-enhancer, preferably Ares).
I am using ares (0.6) but I don't know much else that I could do. (I don't think I understand what you're trying to say, Drunk Graion) QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Apr 22, 2014 7:11 pm Post subject:
I wasn't enough drunk it seems. Post is too sane. Bah i knew I needed one more round of spritzer.
Anyway, have a good read: http://www.ppmsite.com/forum/viewtopic.php?t=30026 _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Apr 24, 2014 9:16 pm Post subject:
You can't custompalette a voxel. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Fri Apr 25, 2014 1:27 am Post subject:
The K-7 doesn't looks good on middle right side. It looks like someone just spitted their saliva out and it splatted on this voxel side armor.
For green one issues, only use the yellow to dark orange gradient. I don't use basic color on palette as it have issues in-game by not showing the correct colors.
But honestly, that voxel looks good for your third voxel in-game. _________________ Mod Leader and founder of World Domination
It's because it is 7-K on the left side and mirrored on the other side (left and right voxel are mirrored which obviously doesn't works for texts on the texture)
That tiny text is also turning out too pixelated. When it's only readable on 2 of 32 facings, then it's not worth adding imo. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Sat Apr 26, 2014 12:46 am Post subject:
Well, you can make custom and use it in-game but then it will screw up other such as Shadow casting and you will have to redo all buildings, shadow cast, structures and other voxels.
So, yeah. _________________ Mod Leader and founder of World Domination
Are you sure you really even need that much of the same colors?
At most you only use around 5-10 shades on a specific area.
And on that Floating Orb, just make it all Remap and use the 3 yellow-orange-dark orange on the bottom right _________________ ~ Excelsior ~ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Apr 26, 2014 2:21 am Post subject:
There's a ton of wasted slots on those gradients.
What can you do if you really want to custompal your voxels (but I tell ya, that pal is crap, so first create a pal which doesn't suck, see an example of well-planned and optimized-for-voxels pal here (okay, brown2 needs a rework later))
- rename old unit*.pal to for example RA2*.pal
- add Palette=RA2 to every infantry, buildings and SHP units (assuming you use Ares, it's needed for this step)
- add CustomPalette=RA2~~~.pal to fix your unittem-based projectiles like Nuke (Ares is needed, see above)
- then adjust your VPL to suit your new colors / fix WW color bleeding (ohgod the work needed for that, they broke it so much)
Keep in mind, the following can't be repaletted:
- overlays (walls, fences, ore drill)
- turreted SHP units
- mutation animations (ohio, Brute)
- other voxels
EDIT: I forgot that spy disguises are still hardcoded to unittem as well.
Now regarding your pal:
- the gradients are really, really bad, yellow wastes 32 slots for the same color, you can't even VPL that right, green is just a tad better, but 32 slots for a gradient is still lolz, especially because the gradient ain't even close to darkness, so you can't get it right in VPL
So, ultimately, first plan it out well, before you decide on custompal, VXLSE's 3D view isn't even close to what you'll get ingame because normals ingame doesn't act like shading but recoloring via a look-up table (which is the VPL). If you don't put in shades to properly darken/lighten your intended color then your voxels will gonna suck either way. This is why I linked the VPL research thread, to get the fact how VPLs work and why you need it, but since you did not grasp the concept, I don't suggest you to even try it. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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