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Hover Tank WIP
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Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Fri Sep 21, 2007 6:25 am    Post subject:  Hover Tank WIP Reply with quote  Mark this post and the followings unread

Edit: Been busy with work, family, and playing Bioshock, but I finally started fooling with this tank again. Pretty much redesigned everything but the "pontoons". While I've tried, I am not and never will be a "texture artist". While I can "copy & paste" detail and even make some crude graphics of my own, I don't have the talent to achieve the realistic look that can make or break a model.

Anyway, while it's still a WIP, here's what I have so far. Also, if you can't tell already, it's now a fixed gun tank.

Cheers,

Rebelmoon



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Last edited by Rebelmoon on Sat Oct 13, 2007 6:46 am; edited 9 times in total

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Fri Sep 21, 2007 6:52 am    Post subject: Reply with quote  Mark this post and the followings unread

I like the look of it, espesialy its TSness. But id have to say that the windows may need alittle work. The front one should look more sloped and the back one should be placed inbetween the two barrels. The turret has a resembelance to a chinese overlord out of generals. Apart from these good work.

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Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Fri Sep 21, 2007 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dregan wrote:
The turret has a resembelance to a chinese overlord out of generals. Apart from these good work.


I believe you hit on what has been bothering me about it. I had the impression it was something about the turret, but I was thinking of some kind of 2 armed robot sitting on top. lol

It's been so long since I played Generals, I forgot about the Overlord turret. Definatley don't want that, never cared for that tank personally.

Here's another turret for it. Not sure if it will still be a Sonic Tank tho.

Cheers,

Rebelmoon



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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Fri Sep 21, 2007 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

that looks delicious! good wook (yes wook) Smile

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Fri Sep 21, 2007 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree, if you make a missile turret as well, there might just be someone who uses it for some kind of C&C3 --> TS mod.

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Team Black
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Joined: 25 Sep 2006
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PostPosted: Sat Sep 22, 2007 10:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

This looks really good, Rebelmoon! nice work Smile

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sun Sep 23, 2007 4:33 am    Post subject: Reply with quote  Mark this post and the followings unread

That is a definite improvement, Id say this would be ideal as an alturnative predator armed with a railgun. Good job and i can wait to see more of your work.

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Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Sun Sep 23, 2007 4:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks everyone! Very Happy

Now if I can get the textures to show up ingame I'd really be happy. lol

Cheers,

Rebelmoon

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Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Sun Sep 23, 2007 5:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok, I deleted my ingame question post, I figured it out. It was the house color textures. I wasn't planning on using a HC, but needed one for the shaders. The ones I made were screwing it up, so i have to make some new ones.

Cheers,

Rebelmoon

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Sun Sep 23, 2007 7:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice.
I like the resemblance to the HMLRS, as much as I didn't like TS I did like some of the unit designs and that was one of them.

Not sure about the round turret on the very square hull though.

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cavesyudepu
Cyborg Soldier


Joined: 04 Apr 2007

PostPosted: Sun Sep 23, 2007 12:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

One of the basic things you should put in mind;

The EU = as in the sample mod refers to everything that has an EU in the first place before anythingelse and that includes the textures, the xml's and every hoopla's refering to that particular "unit"............. Thus it is therefore CLEAR in the first place that the compilation process takes everything relating to that TWO (2) lttle words = naming convention.....

The SDK compilation process uses the default things when nothing else overrides it.....

thats my present obsevtion at present.... Add yours...

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cavesyudepu
Cyborg Soldier


Joined: 04 Apr 2007

PostPosted: Sun Sep 23, 2007 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

And the reason why no "serious Mods" are in circulation?

No one has beaten the question of how to override the SP (Single Player/Campaign Maps) defualt units that persistently stays ingame no matter how you "MOD" everything refering to any "Air units in-game"............

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Sun Sep 23, 2007 1:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Stop spamming up the forums with mindless shit.

There's no "serious mods" in circulation because the SDK has been out about a month (I think we're still a few days short of a month).
It actually takes time to make a proper mod.

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cavesyudepu
Cyborg Soldier


Joined: 04 Apr 2007

PostPosted: Sun Sep 23, 2007 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

So you've overidden the default SP Units? by way of a mod? why the secrecy about it? i've already come up with a radical solution using the community tools, but noting the imperfections i dont want to give it a final go and give the hint at present. i just want it put in when everything else comes to a green go (no more imperfections)... then you shall see the purpose of the thread... helping each other out?

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Sun Sep 23, 2007 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here's a thought:
What you're saying is irrelevant to this thread.

Also, why would you want to overwrite the SP units?
You're only going to end up with a weird and unbalanced campaign.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Sep 23, 2007 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's nice hover tank!

however I feel turret is not tall enough so needs some more imho but beats EA's one by miles. Smile

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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Sun Sep 23, 2007 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Of course i'll say it needs better texturing, it looks a bit big but other than that its great Smile

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Rebelmoon
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Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Sun Sep 23, 2007 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Not sure about the round turret on the very square hull though.


I know, I was trying to compensate some by the raised square panels all over the turret. I might look at working on a new turret or reworking the body some.

Quote:
however I feel turret is not tall enough so needs some more imho but beats EA's one by miles.


Well, it's not a manned turret. It's remote controlled from the cockpit. The turret houses the workings of the sonic emitter. The black "viewport" windows are actually HC spots, the texture just needs work.

Quote:
Of course i'll say it needs better texturing, it looks a bit big but other than that its great


The size is about the same as the Predator, it might look big because I'm zoomed in and there are no other references.

Still needs work though and I'll be going out of town for most of the week so I won't get to try anything else until I get back.

Cheers,

Rebelmoon

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Chronosheep
Soldier


Joined: 02 Sep 2007
Location: My avatar pretty much gives it away...

PostPosted: Sun Sep 23, 2007 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good model, but as Renegangsta pointed out, it looks a bit big.
The reason for this is the relatively small size of the turret and the cockpit (or whatever you want to call it) compared to the rest of the model.

Just a tip: I see you have extruded many faces to increase the detail, but a good normal map could give the same effect while keeping the vertex count down... But then again it can be pretty hard to make a really good normal map Razz

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sun Sep 23, 2007 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Brilliant design. I too loved the TS style hover chassis, and you've done a brilliant adaptation of it here, well done.

I agree that the turret seems a little off still, but brilliant work none-the-less.

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Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Sun Sep 23, 2007 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Chronosheep wrote:

Just a tip: I see you have extruded many faces to increase the detail, but a good normal map could give the same effect while keeping the vertex count down... But then again it can be pretty hard to make a really good normal map Razz


As I learned in modding EaW, simulated detail has it's uses but I prefer actual detail when it's possible. Plus the more time & detail you put in your models, the better you will get at modeling.

Besides, CnC3's updated Sage engine can handle 2-3 times the polies that Generals did. So why not use that abiltiy. The Predator & Juggernaught run around 3500 each. Compare that to a "limit" of 1000 polies for usermade Generals units. And that was pushing the limit for good gameplay without massive lagging. 800 or below was the best to aim for.

I'm honestly stumped on the turret. My idea was a small unmanned sonic gun on top. I'll play around with other looks when I get back, but to be honest, I'm still liking this look.

Thanks for the feedback all. Keep it coming.


Cheers,

Rebelmoon

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Mighty BOB!
AA Infantry


Joined: 05 Oct 2005
Location: USA

PostPosted: Mon Sep 24, 2007 2:49 am    Post subject: Reply with quote  Mark this post and the followings unread

IMHO the cockpit should have a rear that is flush with the chassis or angles back down to the chassis similar to the red or green line. It doesn't look right to have it sticking up like that.


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Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Sat Oct 13, 2007 6:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Just a bump for my edit above.

Cheers,

Rebelmoon

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Oct 13, 2007 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Brilliant work. May I suggest that you change the turret so it can rotate? It seems it would hit the cockpit if it would rotate now.

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sat Oct 13, 2007 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like the direction you're going with this, RebelMoon.
I also like the lack of a turret, as it helps prevent it being too much of an overkill unit (hover, sonic and a turret.. that'd be painful)

The cockpit reminds me of that from the Star Wars Air/Snowspeeder.
Perhaps make the cockpit a little bit narrower, and the rear side + rear windows having more armour than windows (perhaps just slit windows?).

Also, the sonic gun is a pretty hefty weapon, I think it'd be nicer if we saw more structure to it, like either a generator on the base of the cannon, or next to it. Just something to show this is a powerful weapon.

And out of personal preference, I miss the ol' TS style sonic weaponry, but your version here works very well with the TW styling.

Brilliant as always.

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Rebelmoon
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Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Sun Oct 14, 2007 2:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Guys. Smile

@ Muldrake. Here's a unfinished "generator" of sorts mounted behind the cockpit. The rear tanks behind the gun started out as some kind of cryo storage to help cool the heat generated by the sound wave amplifier/focuser. Of course you wouldn't want them exposed like that so I nixed that idea. Still tho, I liked the looks so I'm trying them out as an exhaust system. lol. The generator might be enlarged to take up more of the rear deck space, not sure, have to see how it looks.

I am going to do away with the rear windows, can't see out of them with the generator anyway, but I don't think I'll narrow the cockpit. If I do that it will probably make the whole tank bigger than I'm aiming for. I'll play around with it and see.

Unfortunately all this detail has boosted my poly count up past what the game can handle easily. The pipes, cylinders, & conduits are what hit it the hardest. They'll have to be replaced with less complex pieces for that.

Cheers,

Rebelmoon



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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sun Oct 14, 2007 5:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks good, but all I was after really, was just a bigger structure for the turret, or a bit next to the turret, as there really is very little there, which doesn't quite suit it

Something like that small generator that you've got right behind the cockpit, that but bigger, I think would look great.

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Rebelmoon
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Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Mon Oct 15, 2007 1:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Here's a slightly more powerful look for the gun.

Cheers,

Rebelmoon



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JeepRubi
Vehicle Driver


Joined: 14 Oct 2007

PostPosted: Mon Oct 15, 2007 2:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Model looks great, but I think the texture could use a lot of work, it looks very very flat and un-interesting to me.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Oct 15, 2007 8:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Very nice RM, i do like the design. Good job Wink

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Mon Oct 15, 2007 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now thats what I'm talking about! Wink

Yeah, just the texture needs some more work, something to help it fit ingame more.

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shinji
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Joined: 10 May 2007
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PostPosted: Mon Oct 15, 2007 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice work i like it ^^

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Nerd
Medic


Joined: 17 Oct 2007

PostPosted: Wed Oct 17, 2007 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't make a habit out of beveling every freakin' poly on your model to make it look more detailed, it wastes polys and makes the UVW map a living hell hole. Plus, you can't even notice it ingame and it just killed your model. I hope you saved before you did that so you can actually save the model. I wonder how much of that geometry is done wrong...

Try a normal map, kthx.

Redo the model and do it right and it should be only around 350 polys.

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Rebelmoon
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Joined: 23 Jun 2006
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PostPosted: Wed Oct 17, 2007 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nerd wrote:
Don't make a habit out of beveling every freakin' poly on your model to make it look more detailed, it wastes polys and makes the UVW map a living hell hole. Plus, you can't even notice it ingame and it just killed your model. I hope you saved before you did that so you can actually save the model. I wonder how much of that geometry is done wrong...

Try a normal map, kthx.

Redo the model and do it right and it should be only around 350 polys.


I tell you what, YOU make this model at 350 polies and post it here.

kthx. Smile

Cheers,

Rebelmoon

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Nerd
Medic


Joined: 17 Oct 2007

PostPosted: Wed Oct 17, 2007 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

hfghfg

Last edited by Nerd on Thu Oct 18, 2007 3:52 am; edited 5 times in total

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Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Wed Oct 17, 2007 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Please, don't tell me this is Shortbus?

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Nerd
Medic


Joined: 17 Oct 2007

PostPosted: Wed Oct 17, 2007 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

LAWL

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Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Wed Oct 17, 2007 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Figures. I thought I recognized that model. It looks like the same one you were showing off before. No originality in your make up, eh?

Let me let you in on a little secret. Not every model someone makes is aimed at a low poly game unit. I chose to make it higher poly. My rig can handle it and I also have other modeling forums that I post stuff at, that want detail, not bump maps. So please don't try to come here and act like you are something special. You're not.

And a friendly word of advice. If you try the same crap here you do everywhere else, your pre-teen butt will be banned so quick it will truly be funny.

Cheers Shortbus,

Rebelmoon

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Wed Oct 17, 2007 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Rebelmoon wrote:
And a friendly word of advice. If you try the same crap here you do everywhere else, your pre-teen butt will be banned so quick it will truly be funny.


Seconded.

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Nerd
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Joined: 17 Oct 2007

PostPosted: Wed Oct 17, 2007 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just trying to help you little moon moon.

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Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
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PostPosted: Wed Oct 17, 2007 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, I know you are, Shortbus. You've always been so helpfull.

I still would like you to use your model to make mine. I'd like to compare them. Low poly to high poly.

Shouldn't take very long to move 350 polies around. Of course your texture is good, while mine isn't. But I never claimed to be a texture artist.

How about it, for old times sake?

Cheers,

Rebelmoon

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