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IVI SPAFV-44
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IVI
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Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Wed Nov 08, 2006 2:14 pm    Post subject:  IVI SPAFV-44 Reply with quote  Mark this post and the followings unread

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
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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
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IVI SPAFV-44 Megamik proto.PNG



Last edited by IVI on Thu Nov 09, 2006 2:31 am; edited 3 times in total

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Wed Nov 08, 2006 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

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!

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Wed Nov 08, 2006 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Carnotaurus wrote:
I thought you died...


hmm, that's an auspicious thought Surprised . kidding though. Very Happy

yeah making original voxels is coming harder now because I think I filled all the roles I can think of in TS. Sad . 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. Wink

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 Smile

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.

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Xeno
Grenadier


Joined: 26 Jul 2005

PostPosted: Wed Nov 08, 2006 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

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... Smile

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Wed Nov 08, 2006 5:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Red Alert Two/Renegade 2 and Continuum unit concepts are far more interesting... Some concept Tiberian Sun buildings though would be interesting.

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EVA-251
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Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Wed Nov 08, 2006 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

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)

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Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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ChielScape
General


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

PostPosted: Wed Nov 08, 2006 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

holy shit!
show some ingames plz.

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Thu Nov 09, 2006 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

ok guys, thanks for the encouragement... and yes, I think I'll do new versions of pre releases until I get that creative spark again!



mega mik-mik2.png
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mega mik-mik1.png
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mega mik-mik1.png



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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Thu Nov 09, 2006 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Release that tank. =P

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Thu Nov 09, 2006 8:12 am    Post subject: Reply with quote  Mark this post and the followings unread

It's cool. Some nice deatail ther. I think that you HAVE to release that tank!

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Thu Nov 09, 2006 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

I might soon... Wink but I have to make more voxels first Smile . So that they can be compiled into a pack and will be appreciated more Smile
Thanks for the positive feedback guys. Very Happy

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Thu Nov 09, 2006 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I love the design of this voxel (the detailing and construction, as always is great).

A brilliant voxel, well done IVI.

And I look forward to seeing some concept voxels Very Happy

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Oshog
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Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Thu Nov 09, 2006 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Same here. ^

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Thu Nov 09, 2006 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Thu Nov 09, 2006 11:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

making camo textures is easy! just use the 'lighten'/'darken' tool Wink 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! Smile Idea

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Fri Nov 10, 2006 2:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Lighten/darken tool? theres a L/D tool in VXLSE?! son of a bitch.

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Denmon
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Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Fri Nov 10, 2006 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Romve those treads and you've got yourself a nice li'l hovertank!

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