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Mirage Tank Makeover [RA2]
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Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Fri Mar 04, 2005 12:13 pm    Post subject:  Mirage Tank Makeover [RA2] Reply with quote  Mark this post and the followings unread

Well, my first RA2 voxel  Razz

Btw, why can't there be a turret on the mirage tank without messing up the tree disquises? Look at the pic below to see what I'm talking about. I personally think a mirage with a turret is much better.



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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Mar 04, 2005 12:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

cos its feck, its just looks wierd ..

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Fri Mar 04, 2005 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

maybe trees just use unittem in this case?

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Fri Mar 04, 2005 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

odd but nice voxelness

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shadowfx78
Cyborg Firebomber


Joined: 01 Jul 2003

PostPosted: Fri Mar 04, 2005 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks pretty good besides having the turret split.

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Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Fri Mar 04, 2005 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Looks pretty good besides having the turret split.


Neutral what do you mean? #Tongue

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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Fri Mar 04, 2005 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks good, nice one stingerr

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PostPosted: Fri Mar 04, 2005 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

TBH i dont think it looks that bad. Some thing i dont like about it is that side skirts and how tall the base is. And maybe fix the normals. But it looks alot like the one on the install screen. (i think i cant remmeber what it looks like.)

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shadowfx78
Cyborg Firebomber


Joined: 01 Jul 2003

PostPosted: Fri Mar 04, 2005 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

i said that cuz having the turret seperate from the body doesnt work with mirage logic.  It is nice though.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Fri Mar 04, 2005 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Someone needs to try making a tree in unittem and see if it appears correctly.

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nicenees
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PostPosted: Fri Mar 04, 2005 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

OMG u r the master great vxl

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- geno -
Energy Commando


Joined: 29 May 2003
Location: Manila

PostPosted: Fri Mar 04, 2005 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Turret + Mirage disguises = BAD


No Turret

try to normalize the tank?

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silencedsonix
Medic


Joined: 20 Feb 2005

PostPosted: Sat Mar 05, 2005 1:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I might be wrong, but the way I understand it, the Mirage Tank logic turns one voxel (entire tank, as given in default voxel) into one SHP (tree, as given by default).

Besides, why use a turret? the Mirage Tank's ROT is so high, it does not even need to spend time turning to track a target.

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- geno -
Energy Commando


Joined: 29 May 2003
Location: Manila

PostPosted: Sat Mar 05, 2005 1:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

theres a tutorial in deezire

try to read that

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Sat Mar 05, 2005 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Sun Mar 06, 2005 9:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe he made a new entry for the voxel in artmd.ini. It's not supposed to happen....maybe it's because of the new HVA?

EDIT: Mystery Solved! I was right, the HVA was causing the problem, i put the voxel in the game's mix files (exapndmd02.mix) WITHOUT the HVA that was provided and it worked! the game reads the trees and voxel correctly! Here's some proof:

EDIT2: The normals don't look as good as in the screen Stingerr showed us, but hey, it's no big deal!



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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Mar 07, 2005 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

that really doesn't work, sorry but if u kept the turret to the unit that would be fine.

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