Posted: Wed Nov 08, 2006 2:14 pm Post subject:
IVI SPAFV-44
Hi, I've been trying to formulate new niches in GDI/Nod armor and so far I'm running out of specializations... which means for me, making voxels is becoming harder. Please post suggestions and/or comments... you can be sure that they're always welcome
Anyway here's something I created recently for my brother (as a sort of extra B-day gift). I named it after him. My brother's nickname is Miki or sometimes Mik-mik and that's where the name of the vehicle got it from.
Overview:
Name: IVI SPAFV-44 'Mega Mik-Mik' Defense Platform
Manufacturer:IVI in joint venture with GDI tech
Powerplant:1x Cold fusion reactor
Armament:1x High Powered, Grade A, anti-Capital ship class Particle Accelerator (which can be modified to become a 1x High Powered Grade A, anti-Capital ship Mass Accelerator
Top Speed: ~30mph regardless of terrain.
While the Global Defense Initiative had been developing orbital warships long before New Xiao Mei developed theirs, recent surges in orbital warship development have been pioneered by the latter. Wary of the presence of the Scrin, the GDI contracted IVI and it's affiliates to develop a surface based defense against low-orbit warships that might try to deploy troops or get close enough for precision bombardment. The new Terra-Destroyer class AFV (in the same league as the IVI SPAFV-34 Stegodon, GDI Mammoth Tank, and Mammy Mk2) the 'Mega Mik-mik' uses similar Ion cannon technology that the GDI uses. IVI and co. didn't develop the weapon itself, rather, they developed the Defense Platform and it's corresponding on board powerplant to meet the specifications of the high powered weapon.
The IVI SPAFV-44 doubles as a siege unit. this niche increases it's battlefield competence as its mobile Particle/Mass Accelerator punches through anything unfortunate enough to stand in its Line of Traverse. However, while this works perfectly in open terrain, the IVI SPAFV-44's weapon suffers greatly when hillocks and rolling elevations are present.
DSCI0026.JPG
Description:
concept art---- something's wrong with the camera I don't know what it is! :|
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IVI SPAFV-44 Megamik proto.PNG
Description:
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Last edited by IVI on Thu Nov 09, 2006 2:31 am; edited 3 times in total QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Wed Nov 08, 2006 2:48 pm Post subject:
I thought you died, you like stopped posting. Anyways, I like it, but for a railgun tank, I think the barrel is waaaay too small, unless this is supposed to be a smaller railgun?
P.s. Come to the RA2 side! _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
hmm, that's an auspicious thought . kidding though.
yeah making original voxels is coming harder now because I think I filled all the roles I can think of in TS. . And we're having various academic happenings and I don't think I'd want to miss them... But I'm not turning in my modding! H*ll no, not by a long country mile.
I would want to mod RA2 too you know but somehow I'd like to mod TS and finish my mod too! don't worry though, I'll think up more stuff to turn into voxels... just waiting for that inspiration
With regards to the IVI SPAFV-44: yes, it isn't really a rail gun but a mass driver or more so, a particle accelerator like the Ion cannon. Although it's graded as 'High Powered, Grade A', it's firepower is much much less than the Sattelite Ion Cannon. This AFV serves as a tertiary anti-capital warship defense platform that is to say, it provides extra firepower to friendly capital ships trying to halt enemy capital ships as well as friendly AA systems. QUICK_EDIT
Might i suggest you look into doing some pre-release stuff or even working off the concept art of TS? That is until you get some more inspiration... _________________
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Wed Nov 08, 2006 5:04 pm Post subject:
Red Alert Two/Renegade 2 and Continuum unit concepts are far more interesting... Some concept Tiberian Sun buildings though would be interesting. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Nov 08, 2006 5:07 pm Post subject:
Yes, they are, but please, continue working on what you are doing now. You got some great work.
But Carno is right, some RA2 concepts were very interesting(like the High-Tech looking Tesla Tank) _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
I might soon... but I have to make more voxels first . So that they can be compiled into a pack and will be appreciated more
Thanks for the positive feedback guys. QUICK_EDIT
Joined: 22 Aug 2006 Location: somewhere south of the north pole
Posted: Thu Nov 09, 2006 8:04 pm Post subject:
one question: how do you make so good textures, without srewing the voxel? Personaly i don't use texture, it's all in the normals. _________________ This is a signature QUICK_EDIT
making camo textures is easy! just use the 'lighten'/'darken' tool just be careful not to make abrupt color changes as this will make the texture look bad. Moreover, take note of the limits of the current color range because lightening/darkening too much might turn a pixel or two differently.
You might also want to try exporting the skin then editing it in paint... then importing the skin again! QUICK_EDIT
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