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Mech Warrior Mad Dog [WIP]
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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Wed Oct 04, 2006 2:42 am    Post subject:  Mech Warrior Mad Dog [WIP] Reply with quote  Mark this post and the followings unread

Gotta lot of work to do on it. But this shows a good idea of what it might look like. I got to make the feet bigger, hand paint the normals (I auto normaled it for test purposes),and adding an animation. If I finish it, it will be my last voxel before I go to boot camp in two weeks.



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Last edited by l3lood on Thu Oct 05, 2006 5:24 am; edited 3 times in total

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THE Protagonist
Commander


Joined: 19 Apr 2006
Location: The Etto

PostPosted: Wed Oct 04, 2006 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

why you go camp with boots?

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Wed Oct 04, 2006 5:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Not going with boots, they'll pick me out a nice set when I get there Wink

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Wed Oct 04, 2006 5:19 am    Post subject: Reply with quote  Mark this post and the followings unread

WHOA!!! absolutely on-spot there KLU Surprised !!! why, it looks even better than the Mad Dog that Mechwarriors II came with!! Laughing

:EDIT: Yeah, the Mad Dog (or Vulture for Inner Sphere) was one of my favourite Mechs too (along with Timberwolf/Madcat and Stone Rhino)

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Wed Oct 04, 2006 5:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Best part, madcat and the maddog are practicly the same chassis. So it wouldn't take much at all to make a madcat using the same torso and legs as the maddog.

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ChielScape
General


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

PostPosted: Wed Oct 04, 2006 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

damn sweet, but damn big

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Wed Oct 04, 2006 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

it's supposed to be as tall as a 4 storey building, and weighs 50-60 tons too I think Idea

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Oct 04, 2006 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

-Ux2- wrote:
why you go camp with boots?


lol, he said he would go to a boot camp, not to a camp with boots #Tongue

anyways, it looks nice, but I'll discuss more when it's ready.

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Zodiac
Gauss Rifle Trooper


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

PostPosted: Wed Oct 04, 2006 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very nice , Kane Recommends.

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Wed Oct 04, 2006 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks great so far, look forward to seeing more progress on it Smile.

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Wed Oct 04, 2006 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Texture is done Smile

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Wed Oct 04, 2006 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, thats a brilliant texture, looks great!

Can't wait to see it with redone normals.

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Wed Oct 04, 2006 5:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea, about the normals... This will be the second voxel that I have hand painted normals on. Anyone wanna give me an idea how I should paint them? Any help would be good.

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Clarkson
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Joined: 25 Aug 2004
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PostPosted: Wed Oct 04, 2006 7:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Which branch are you joining in?

Sauce plz for voxel.

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Red Dragon
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Joined: 23 Feb 2006
Location: Bodegraven, The Netherlands

PostPosted: Wed Oct 04, 2006 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, very interesting. looks good Smile

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Wed Oct 04, 2006 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Carnotaurus wrote:
Which branch are you joining in?

Sauce plz for voxel.


Worlds finest, United States Marine Corp.

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Wed Oct 04, 2006 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I got a problem, I get this error message when I open my voxel.



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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Wed Oct 04, 2006 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

OMFG!! Does this mean you lost that beautiful voxel!? Noooooooooo!!

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Wed Oct 04, 2006 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know what I did too Sad

Luckily I got the un textured one still.

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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Wed Oct 04, 2006 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh that's good, also you have the side textures here, so all is not lost afaik #Tongue.

I had something like this before too, it really throws a spanner in the works >_>

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THE Protagonist
Commander


Joined: 19 Apr 2006
Location: The Etto

PostPosted: Wed Oct 04, 2006 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gosho wrote:
Ux,

for one thing please don't call me Ux, its a pointless nickname for an alredy nickname Smile
Gosho wrote:
you really don't know what a boot camp is?

*sigh* does anybody here knows what a joke is?Oops!

Elerium-155 wrote:
you have the side textures here


and the top veiw Very Happy

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Thu Oct 05, 2006 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Wooah, I went out for a few hours, came back and now I can open my voxel error free!

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Thu Oct 05, 2006 5:14 am    Post subject: Reply with quote  Mark this post and the followings unread

I got the animation done, but the gif is kinda messed up. Trust me it doesn't look that bad lol.

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Lee
Jumpjet Infantry


Joined: 24 Feb 2005
Location: Nottingham, England

PostPosted: Thu Oct 05, 2006 6:44 am    Post subject: Reply with quote  Mark this post and the followings unread

ztyping love it, big but can be resized, its best to work big anyway. (not sure if that applies in voxelling #Tongue)

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Thu Oct 05, 2006 11:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Surprised Surprised Surprised SIMPLY AMAZING Surprised Surprised Surprised

I didn't know that somebody ::ahem::|3loody::ahem:: will actually perfect a full-scale mech fir for TS/RA2 Very Happy . But that perfect chassis and that on-spot texture proves it all Very Happy . Hands down 11/10 spotlight if it were released Smile .

If I may suggest something |3lood, put a Clan Wolf insignia on one of the Missile Racks. That will be even more pwnage Very Happy

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NiGhtPiSH
Cyborg Soldier


Joined: 19 Aug 2006
Location: Sofia, Bulgaria, Yellow Zone

PostPosted: Thu Oct 05, 2006 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's magnifficent!

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Thu Oct 05, 2006 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

IVI AFV-factory wrote:
Surprised Surprised Surprised SIMPLY AMAZING Surprised Surprised Surprised

I didn't know that somebody ::ahem::|3loody::ahem:: will actually perfect a full-scale mech fir for TS/RA2 Very Happy . But that perfect chassis and that on-spot texture proves it all Very Happy . Hands down 11/10 spotlight if it were released Smile .

If I may suggest something |3lood, put a Clan Wolf insignia on one of the Missile Racks. That will be even more pwnage Very Happy


Well... not to ruin anything but, yes I will release it. And I got a something in store when it is released.

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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Thu Oct 05, 2006 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Vulture was always my brothers favourite mech back in the day #Tongue I was a fan of it too, but not as much as him Smile I preferred the Masakari, although I am on equal footing with liking the Madcat the same.

As far as this goes, this is awesome, keep up the excellent work.

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Fri Oct 06, 2006 12:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Neat gif I found looking for reference pics.


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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Fri Oct 06, 2006 5:31 am    Post subject: Reply with quote  Mark this post and the followings unread

The texture is almost done. Still gotta work on the normals, and I changed the weapons over to single lasers. I think they will look better ingame. And I put in more realistic missles. I stole the missle idea from that other madcat voxel.


Oh and i need someone to do the thing to get this beast ingame. You know the weapon systems(missles and lasers Wink ), and all that coding stuff that I can't do to get a voxel this complex ingame. Just shout out here if you can do that for me. I acctually installed the game just so I could play with this beast. Thanks in advance.



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mice16
Pyro Sniper


Joined: 26 Jul 2005

PostPosted: Fri Oct 06, 2006 6:08 am    Post subject: Reply with quote  Mark this post and the followings unread

I liked the darker missle pods... And the animation could do with the main body bobbing up and down... Great voxel all the same! Very Happy

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Fri Oct 06, 2006 6:12 am    Post subject: Reply with quote  Mark this post and the followings unread

mice16 wrote:
I liked the darker missle pods... And the animation could do with the main body bobbing up and down... Great voxel all the same! Very Happy


The main body is the turret, it cannot be moved.

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Darentei
Soldier


Joined: 12 Jul 2006

PostPosted: Fri Oct 06, 2006 8:47 am    Post subject: Reply with quote  Mark this post and the followings unread

B-but the cannons? The missile pods? The little #15?!

Me don't like Sad

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Fri Oct 06, 2006 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Noooo! Please make a RA2 version too!

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Fri Oct 06, 2006 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Long live CLAN WOLF!!! Laughing

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Fri Oct 06, 2006 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

l3lood wrote:
The main body is the turret, it cannot be moved.

Actually it can. You can animate the turret's hva to have the whole thing bob up and down just like that gif you posted. Of course that'd require a more intricate animation which would take you a great deal of time to complete.

If you're using the latest HVA Builder, you will see the turret there when you are animating the legs. You can even animate the thorax. Every part of a voxel is animatable.

Another suggestion would be to have a loaded/unloaded state for the turret. Using the Prism Tank logic for the missile racks. We'd be able to see them reload!

Damn this unit is complex. Rolling Eyes

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Fri Oct 06, 2006 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Darentei wrote:
B-but the cannons? The missile pods? The little #15?!

Me don't like Sad


The cannons are actually lasers, just a different variant for the Maddog. And all the decals are just something I was doing to emphasize more of a realistic battlemech. Just look at some of the reffernce pics I used and you can see the detail that is on a battlemech.

IcySon55 wrote:
l3lood wrote:
The main body is the turret, it cannot be moved.

Actually it can. You can animate the turret's hva to have the whole thing bob up and down just like that gif you posted. Of course that'd require a more intricate animation which would take you a great deal of time to complete.

If you're using the latest HVA Builder, you will see the turret there when you are animating the legs. You can even animate the thorax. Every part of a voxel is animatable.

Another suggestion would be to have a loaded/unloaded state for the turret. Using the Prism Tank logic for the missile racks. We'd be able to see them reload!

Damn this unit is complex. Rolling Eyes



See, now all of that sounds cool and all. But if it requires codeing it's out of my league. If its something that can be done in HVA then I'm willing to give it a shot.



Just and update on things I changed, and things I plan to change. I made the missles longer and made the walking animation more even. I plan on playing with the texture some more, but most of it is going to stay as is.



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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Fri Oct 06, 2006 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

l3lood wrote:
See, now all of that sounds cool and all. But if it requires codeing it's out of my league. If its something that can be done in HVA then I'm willing to give it a shot.

Everything about animating the turret's movement can be done in HVA Builder. The only part that requires coding would be to have the loaded/unloaded states for the turret. You would alos need to have about 5 different turret voxels, one for each frame of the reloading animation.

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Fri Oct 06, 2006 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

IcySon55 wrote:
l3lood wrote:
See, now all of that sounds cool and all. But if it requires codeing it's out of my league. If its something that can be done in HVA then I'm willing to give it a shot.

Everything about animating the turret's movement can be done in HVA Builder. The only part that requires coding would be to have the loaded/unloaded states for the turret. You would alos need to have about 5 different turret voxels, one for each frame of the reloading animation.


Tell me how to do the part about the reloading. Nevermind, I figured out the turret part.

Edit: I took off the caution texture off the main guns, and added it to the bottom of the missles. Missles have been recolored and adjusted once again. Also added a nose scoop and removed the #15 texture. Attemped to mess with the normals and in the end auto normals looked better, so more work needs to be done with normals :-/.



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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Fri Oct 06, 2006 9:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

How can I preview the turret animation, and the rest of the voxel animation at the same time? And still could use a tutorial on reloading procedure.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Oct 06, 2006 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would advise against having the reloading anim as the logic is only meant for units that have one weapon so you couldn't have both the lasers & missiles.

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Sat Oct 07, 2006 6:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah, bummer. Oh well cuts off that much extra that I would have to of done.

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ShadowLord
Grenadier


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

PostPosted: Sat Oct 07, 2006 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Amazing voxel KLU! Becasue you did the whole thing in voexl format I am going to make my own version of the Titan all in Voxel.

I do love it!

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NiGhtPiSH
Cyborg Soldier


Joined: 19 Aug 2006
Location: Sofia, Bulgaria, Yellow Zone

PostPosted: Sat Oct 07, 2006 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ingame shot?

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Sat Oct 07, 2006 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

NiGhtPiSH wrote:
Ingame shot?


Soon as someone helps me get it ingame I'll post pics.

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Sat Oct 07, 2006 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Madcat anyone?



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Mr. Pokey
Energy Commando


Joined: 29 May 2005
Location: England

PostPosted: Sat Oct 07, 2006 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Out of interest, how long does it take for you to make that?

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l3lood
Combat Engineer


Joined: 08 Oct 2005

PostPosted: Sun Oct 08, 2006 3:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Mr. Pokey wrote:
Out of interest, how long does it take for you to make that?


The voxel itself takes me about 2-3 hours. But I'm constantly changing textures, and I flat out suck at normals. So times varry.

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