Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Sat Feb 10, 2007 1:29 am Post subject:
It's nice, but there are a couple of things I feel are silly in the original concept that could be fixed. Firstly, the bit that sticks out at the front above the turret is rather pointless and can go. Secondly, the back engines should point at an angle (or rest horizontally) so the Kirov can actually go in a direction other than up, unless there's already an engine on the back that is. Otherwise, I rather like it and hope it voxellises well.
Oh, and I like your Spaceballs sig picture, brings back happy memories of the film. _________________
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This is sexier than what this forum was supposed to tolerate. - Banshee
Firstly, the bit that sticks out at the front above the turret is rather pointless and can go.
Nah, I like the extended shoehorn cockpit. It makes the unit unique. Plus, there's no other place for it-- the top is (and I'm assuming) the air traffic control.
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Secondly, the back engines should point at an angle (or rest horizontally) so the Kirov can actually go in a direction other than up, unless there's already an engine on the back that is.
Well, I didn't draw up the concept but I do agree with you. I'll probably add a small one behind that.. uhh.. thing below. Air buoy? Anti-weight? Whatever. The mini-blimp.
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Otherwise, I rather like it and hope it voxellises well.
So far the main texture is a failure and needs to be more yellow. Stupid palette.
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Oh, and I like your Spaceballs sig picture, brings back happy memories of the film.
That's looks really cool. Are you gonna make the planes or helis that it carries too? _________________ Please, read the signature rules of the forum. QUICK_EDIT
Wow, I'd never seen the concept for this before now, but its pretty stunning.
The model is fantastic, so please complete it, it has so much potential. _________________ If there is a problem on the forums, PM me. QUICK_EDIT
go spaceballs go
anf yes you should finis it...
but if i´m right you should make the ballon a bit longer _________________ just a simple logo by bricks @ raminator, on Flickr QUICK_EDIT
Notice how it was Gosho that answered your question, and Arikado had no qualms with it. That means he's following the concept. It was obvious from the first render.
That doesn't mean he's even going to model the Wasps at all. You'll have to wait and see about that. _________________
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sat Mar 03, 2007 1:16 pm Post subject:
Why bother voxeling it? you cant make a unit that willserve the original purpose. (Jumpjet Aircraft Carrier.) Its a waste of Arikado's time to voxel it. it is impressive, though. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
@Suiseiseki
The original purpose of the model was to get back into Max. Since there is a demand, I don't mind turning it into a voxel as takes little effort.
As for the original purpose of the unit, I doubt any RA2 modder will let that stop them.
And thanks.
@Gufu
You phail reading? That's umpossible!
@-tr8er8-
Since it's a RA2 unit, it would be a voxel or a shp. And since shp aircrafts don't work, it'll have to be a voxel.
And, yes, it will be released for the public. _________________
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sun Mar 04, 2007 2:54 pm Post subject:
Omg. Amazing! Its a pity this is not a Kirov instead of the Carrier...that thing owns the stock kirov by miles. Bloody beautiful. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Sun Mar 04, 2007 8:16 pm Post subject:
pimp my blimp! looks bling-bling. all shiny ^^.
what are you gonna do with it? _________________ Please, read the signature rules of the forum. QUICK_EDIT
if it can't be a carrier, then you should rotate the back two propellers 90 degrees so they face forward, and turn them into guns/cannons. Or you could have kamikazee things it shoots which just look like planes. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 01 Mar 2007 Location: Dead and back Commander...Dead and back
Posted: Mon Mar 05, 2007 2:53 am Post subject:
NICE once i get that i'm replacing the original kirov with it. it pwns the original by miles. the only thing that looks weird is the rotors look more like propellers then aircraft rotors, maybe thin them down a bit. oh and the concept drawing shows those weird little helicopters, are you doing anything with them? cause they look awsome too.
oh and i think it should be MUCH bigger. i could be mistaken but isn't that think strapped to the bottom supposed to be a Kirov? _________________ Join My forum (please??)
Hm... is it possible for it to use destroyers logic?
I mean having plains and guns?
Nope.
aircraft can't spawn other planes. sry, m8.
But this isn't a plane, its a normal vehicle type just that it has jumpjet logic, so it may work. Though I haven't tested and most likely it wont since YR sucks. QUICK_EDIT
OMG... no offence but that ended up looking like crap. Umm... ya if you want you can send me the model... and i guess i can take a look at getting it to look right... and then tell you how you can fix it...
But about the roter overlapping issue... umm... ya thats one of the biggest problems with a vxl. how did you do the animation? did you export the blimp then the roters, and animate it your self in a hva editor. Or did you animate it in... I'm gonna go ahead and guess your using 3dsmax... then convert to a vxl. From all the attempt i have had, i haven't had any problems with stuff like that if its converted right from 3ds2vxl. i have found that if you go to animate anything or edit it after conversion (animation wise it screws with the layer properties or some thing.). _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) QUICK_EDIT
OMG... no offence but that ended up looking like crap.
Thank you for your critique in specifying what is bad and your advice for rectifying it.
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Umm... ya if you want you can send me the model... and i guess i can take a look at getting it to look right... and then tell you how you can fix it...
Or you can tell me now since you are very sure on what is wrong with it and save me the trouble.
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how did you do the animation?
Its a four frame animation done in 3ds Max 9. All the pieces have their pivots reset, and they are all named (body, rotor1 , rotor 2, etc). I then exported it to .3ds and used Vipr's handy-dandy 3ds2vxl to make the voxel.
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i have found that if you go to animate anything or edit it after conversion it screws with the layer properties or some thing.
Even if it does what you say, there would be absolute no reason for me to do that.
Vipr's program converts the animation for me and I don't make/edit voxels. _________________
Joined: 30 Jun 2006 Location: Oz, but near Melbourne, so its ok
Posted: Tue Mar 06, 2007 12:55 am Post subject:
O-Bolt's right, I'm sure I've played with jumpjet carriers before, but can't remember if there were bugs... And Mevitar has one (IIRC)...
Just remember that the Kirov isn't an aircraft, otherwise it would be built from an airpad, not factory _________________
OMG... no offence but that ended up looking like crap.
Thank you for your critique in specifying what is bad and your advice for rectifying it.
Hey no problem. Its easy to say if some thing is good or not.
Arikado wrote:
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Umm... ya if you want you can send me the model... and i guess i can take a look at getting it to look right... and then tell you how you can fix it...
Or you can tell me now since you are very sure on what is wrong with it and save me the trouble.
Well tbh I'm not very sure it could be multiple things. And I'm not in the mood to site down and list all of them. You don't have to send me it, I'm not gonna loss sleep over it. I was just going to try to offer my help.
But for the most part it looks like a big twinky... and the normals look like there off and is why its to bright.
Arikado wrote:
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how did you do the animation?
Its a four frame animation done in 3ds Max 9. All the pieces have their pivots reset, and they are all named (body, rotor1 , rotor 2, etc). I then exported it to .3ds and used Vipr's handy-dandy 3ds2vxl to make the voxel.
Good thats the easiest way.
Arikado wrote:
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i have found that if you go to animate anything or edit it after conversion it screws with the layer properties or some thing.
Even if it does what you say, there would be absolute no reason for me to do that.
Vipr's program converts the animation for me and I don't make/edit voxels.
I was just stating some knowledge for any one reading to think about. Don't need to try to ridicule me for not knowing you used 3dsmax. _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) Last edited by MadHQ on Tue Mar 06, 2007 3:19 am; edited 1 time in total QUICK_EDIT
O-Bolt's right, I'm sure I've played with jumpjet carriers before, but can't remember if there were bugs... And Mevitar has one (IIRC)...
AFAIK the bugs are that the spawned craft can't land again (need like infinite ammo or similar hack to not need to land) and it may have to be landed to launch them. _________________
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