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Pls. comment on my Skirmisher Tank
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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Sun Jun 25, 2006 2:50 pm    Post subject:  Pls. comment on my Skirmisher Tank
Subject description: my first voxel vehicle!
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Hi! My name's Israel and Im new here! Ive seen lots of very good works by other people and got inspired myself!

This is my first work. pls tell me what you think about it!

I call it SPAFV-14 "Chu-Ko-Nu" It's supposed to be a missile tank but I put a turret on it so that it can fend off other tanks. I dont know how to put a rotating turret on a voxel body yet Confused so the turret's pretty stationary in game T_T



Skirmisher Tank.JPG
 Description:
It's my first voxel... there seem to be some major design flaws (if this were a real tank) like the turret being only able to rotate 180 degrees because of the 2 missile racks but then again, The skirmisher tank is supposed to provide missile barrage supp
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Skirmisher Tank.JPG



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UltimoWOL
Cyborg Engineer


Joined: 03 Aug 2005
Location: The Netherlands

PostPosted: Sun Jun 25, 2006 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow a wonderfull fist try. I like it

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Zodiac
Gauss Rifle Trooper


Joined: 02 Feb 2006
Location: Svaynaq *Uses ROT13* The answer is: Finland!

PostPosted: Sun Jun 25, 2006 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wonderful , but the colours are maybe a little too muchbright.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sun Jun 25, 2006 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Normals?

Anyways..

Looks excellant for a first try.

Better than some of the half-dozenth-tries we've been getting recently..

O.o

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Anderwin
General


Joined: 16 May 2005

PostPosted: Sun Jun 25, 2006 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice vxls dude Wink.

How too make a turret is easy:

Split the vxl remove the turret from the main body and then make it again in a new vxl save it and call the vxl ect: YTNK.vxl then call the turret YTNKTUR.vxl and if you even want the barrel splitt so call it YTNKBARL.vxl.

In the Rules.ini under the YTNK or the name you call it.

Add Turret=Yes

Hope you understand my bad grammar and like thats =)

And make a hva files about the vxl even the turret and the barrel

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sun Jun 25, 2006 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I very nice first attempt in my opinion, and welcome to PPM.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sun Jun 25, 2006 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

As for the turrets... go to "Section" -> "New Section" and name it Turret... then in HVA editor, make sure the turret is highlited, and move it into place.

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Sun Jun 25, 2006 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very nice work!
But, as people have already commented, the normals seem to be lacking.

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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Sun Jun 25, 2006 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

It looks rather good for an initial attempt, but I would recommend avoiding turrets/chassis mounted combos, since the FLHs always rotate about the turret.

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The Killer
Light Infantry


Joined: 18 Feb 2006

PostPosted: Mon Jun 26, 2006 5:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Very Good Nice Work
Welcome To PPM Forum Hope You Enjoy

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Twizted772
Medic


Joined: 26 Jun 2006

PostPosted: Mon Jun 26, 2006 6:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Very good voxel, better than my first ones, it is better not to make the turret turn, it would hit the mlrs turrets and the missiles would possibly fire backwards

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Jun 26, 2006 6:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I agree with Kyler, it's an excelent voxel compaired to the previous newbies had posted...

I wonder if you normalized it by yourself, you should first use Autonormals, and then check if there are some "uncoloured" spots (like a one pixel wide antenna...)

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Red Dragon
Cyborg Commando


Joined: 23 Feb 2006
Location: Bodegraven, The Netherlands

PostPosted: Mon Jun 26, 2006 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

looks good. Lower the missile launchers a bit and recolor it

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Zodiac
Gauss Rifle Trooper


Joined: 02 Feb 2006
Location: Svaynaq *Uses ROT13* The answer is: Finland!

PostPosted: Mon Jun 26, 2006 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

DaTSchikinhed wrote:
As for the turrets... go to "Section" -> "New Section" and name it Turret... then in HVA editor, make sure the turret is highlited, and move it into place.


No. You make a complete new voxel , and if the tanks name is GTANKG.vxl , then the turret must be named GTANKGtur.vxl , and the barrel must need to be GTANKGbarl.vxl.

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Mon Jun 26, 2006 8:52 am    Post subject: Reply with quote  Mark this post and the followings unread

thank you for your replies! I seem to have a problem with the normals though... some surfaces appear to have darkened when the "true normals" were applied.. I dont know why.

Is that normal? I dont think it looks good with all the dark sections on it



normalized SPAVF14.JPG
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normalized SPAVF14.JPG



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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Mon Jun 26, 2006 9:40 am    Post subject: Reply with quote  Mark this post and the followings unread

you should make sure the "insides" of the tank are closed from the "outside". in other words, no holes in it. when it does have those holes, the normaliser thinks the "inside" is the "outside" and the "outside" the "inside"

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Mon Jun 26, 2006 10:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

you know those chocolates with caramel in them? Try to make the tank like them. A shell and then a filling in any colour. Its basicly waht Chielscape said but simplified.

Nice tank! Could use some darker colours though as its a little to pale for GDI

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Tue Jun 27, 2006 12:02 am    Post subject: here it is!! Reply with quote  Mark this post and the followings unread

I tried the SPAFV-14 in game and IMHO I think that it looks OK.

Overview:
SPAFV-14
Type=AFV:Missile Support
Powerplant=Microfusion Cell Reactor (generating up to 1800 hp)
Top Speed=60mph on road, 43mph on conventional terrain
Armaments=2x STREAK-LRR racks, 1x 60mm AC:AMD, Smoke grenades

The Self Powered Armored Fighting Vehicle Model-14 (SPAFV-14) fulfills a stand-off/siege role in the GDI forces. It's primary weapon, the STREAK LRR, is used and is effective against buildings and is only moderately effective against heavily armored vehicles.

Pros:
The SPAFV-14 fires LRMs from a great distance, outranged only by the NOD artillery tank (so that the NOD artillery will still find a niche in the TS warfare) but the SPAFV-14 makes up for this by it's self-defense measures against infantry and lightly armored vehicles.
The tank is equipped with a 60mm AC:AMD (AutoCannon:Automatic Mass Driver) which is highly effective against power armored infantry as well as light vehicles like recon bikes, stealth tanks, artillery tanks, buggies...etc

The SPAFV-14's STREAK-LRR causes highly significant damage to buildings and when there are 4 or more SPAFV-14's camped near an enmy base, they will surely cause severe base damage because of the large craters the STREAK-LRR cause when exploding (much like the NOD artillery).

The SPAFV-14, being heavily armored itself, will receive minimal damage from infantry bearing grenades and small arms fire. It's armor will also effectively defend it against attacks from small anti-armor weapons, deflecting projectiles with calibres up to 40mm. Moreover, the SPAFV-14's chassis is low profile meaning that hitting the SPAFV-14 chassis is harder than hitting say, a titan or an MLRS.

Cons:
The SPAFV-14 is not the one tank to rule them all. The said AFV can be easily countered with masses of rocket infantry, Hover MLRSs, Titans, Tick Tanks, Disruptors, and above all, aircraft.

The SPAFV-14 is not outfitted with hover technology. It bears too much cargo to hover effectively and so the GDI research program abandoned the idea.

The STREAK-SRR reloads very slowly. This is caused by the relatively cramped loading mechanism in the rocket rack. expanding the size of the rack too much will significantly jeopardize the statistical probability of getting hit by enemy projectiles.



Well, there you go! I hope you guys like it! I darkened much of the SPAFV-14 already like you guys suggested and I think it turned out ok. Please tell me more suggestions so that I can make better AFVs in the future!!



screenie4.JPG
 Description:
laying waste to a NOD base
 Filesize:  65.62 KB
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screenie4.JPG



screenie2.JPG
 Description:
engaging troops and light vehicles
 Filesize:  70.73 KB
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screenie2.JPG



screenie.JPG
 Description:
en route
 Filesize:  66.34 KB
 Viewed:  5372 Time(s)

screenie.JPG



(SPAFV-14).zip
 Description:
the tank itself

Download
 Filename:  (SPAFV-14).zip
 Filesize:  73.95 KB
 Downloaded:  108 Time(s)


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Twizted772
Medic


Joined: 26 Jun 2006

PostPosted: Tue Jun 27, 2006 12:27 am    Post subject: Reply with quote  Mark this post and the followings unread

the SPAF-14 is too pale for GDI, use gold colors, then it will be really good

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Tue Jun 27, 2006 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

ok! ill try to work on that brightness

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Tue Jun 27, 2006 6:22 am    Post subject: Reply with quote  Mark this post and the followings unread

use "brown2"

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Jun 27, 2006 7:54 am    Post subject: Reply with quote  Mark this post and the followings unread

it's pretty good now, just work with the colour, and it seems it needs a better HVA file...

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Wed Aug 02, 2006 3:42 pm    Post subject: SPAFV-14 Redux Reply with quote  Mark this post and the followings unread

hi! Sorry for bumping this topic Confused but I want to show you my redo of my first voxel tank. Now I see that people were just being kind Smile I can see now that my first skirmisher tank sux (the color was terrible) and the voxel was too wide.

I really hope that you guys will like the SPAFV-14 more this time Smile .

Overview:
Name=SPAFV-14b 'Arbalest'
Producer=IVI (used to be CDI -> Chinese-Filipino Defense Industries Very Happy )
Engine=Qianlong Micro Reactor (generates 1650 hp)
Armament=2x Self Reloading S.T.R.E.A.K. LRR launchers, 1x 40mm "Karet" Anti-Infantry Autocannon, 1x 8 canister smoke grenade discharger
Top Speed=57 mph on road, 38 mph on con.ter.

The original contractor of the SPAFV-14 Chu-Ko-Nu was Chin-Fil Defense Industries based in the secessionist Republic of Hainan and was owned by a Philippine based group of companies. Unfortunately, a misguided Nod Chemical missile struck a densely populated city near the CDI facility. The vapors released from the missile eventually mutated the GDI garrison and many of the civilians into visceroids. The surviving populace had no choice but to flee. The CDI factory along with the Hainan city was engulfed by the visceroid infestation! GDI then searched for a new company that would produce for them more SPAFV-14s. Mr Isserel Xiang Tze Wu redesigned the SPAFV-14 and the rest is history Smile .

I put some images of the old SPAFV-14 to the right (dark blue color) of the new model (lighter blue) there's also an ingame pic. hope you'll like it! Very Happy



new SPAFV-14.PNG
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new SPAFV-14.PNG



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ShadowLord
Grenadier


Joined: 07 May 2006
Location: ENGLAND!!!! UK

PostPosted: Wed Aug 02, 2006 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow! Thats much better! When can we downlaod Laughing its looks alot more like a GDI tank now. The colours you've used are great!

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Von Kriplespac
General


Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Wed Aug 02, 2006 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Really good, I give it a 3 out of 5, still needs work..Give it more work and you may earn that 5 out of 5 in no time. Smile

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Wed Aug 02, 2006 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Arbalest is a Mecha.....

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Zodiac
Gauss Rifle Trooper


Joined: 02 Feb 2006
Location: Svaynaq *Uses ROT13* The answer is: Finland!

PostPosted: Wed Aug 02, 2006 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow that is very great!

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Red Dragon
Cyborg Commando


Joined: 23 Feb 2006
Location: Bodegraven, The Netherlands

PostPosted: Thu Aug 03, 2006 9:04 am    Post subject: Reply with quote  Mark this post and the followings unread

It looks better. Equivalent of the rocket launcher of C&C?

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