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Behemoth tank
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behemoth
Vehicle Drone


Joined: 31 Jan 2008
Location: Bedroom

PostPosted: Sat Feb 23, 2008 4:17 pm    Post subject:  Behemoth tank
Subject description: Second Voxel
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Just put some finishing touches on, nows its all ready.

Sorry about no ingames shots, don't have time right now.



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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sat Feb 23, 2008 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome! Very Happy

Very well done, looks good. Wink

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Feb 23, 2008 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Take a look at that badass! Makes the mammoth look puny...

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Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Sat Feb 23, 2008 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really like it, but it feels as if the treads don't come far enough forward to keep it steady. (It looks as though the weight of the minesweeper-ish front would make the tank tilt forward into the ground.)

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Feb 23, 2008 9:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

there are tracks that are obscured by it, a small pair right near the front

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Sat Feb 23, 2008 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

you did a nice job on the overall design process, I'm looking forward to your next design.

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behemoth
Vehicle Drone


Joined: 31 Jan 2008
Location: Bedroom

PostPosted: Sun Feb 24, 2008 4:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey thanks for the great feeback guys! Very Happy

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azri_apoc
Cyborg Firebomber


Joined: 29 May 2007
Location: Malaysia

PostPosted: Sun Feb 24, 2008 4:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Smile ahh, second generation of apocalypse tank, its nice, i"m curious to see more Wink

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sun Feb 24, 2008 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, very nice.

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partyzanPaulZy
Commander


Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Sun Feb 24, 2008 11:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Comparing BEHEMOTH with APOC is like comparing T-90 (or T-72M4) with T-60. It's looking nice ! Downloaded and will use it for some soviet subfaction.

Maybe I will only change schema to soviet camo, because it has noddish schema .

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun Feb 24, 2008 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bah, the T90 has a cast turret and a T72 chassis, they're obselete before they leave the factory. The future lies in composite/ceramic mixed armours and high-accuracy targeting systems, something the Russians (soviets) haven't spent much time developing...

THAT has so much armour, it doesn't need composites! It stands a good chance of winning a firefight with a heavy cruiser!

And it's like comparing a crusader I to a Challenger II, one is SO much better than the other...

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sun Feb 24, 2008 12:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does the apoc need a snowplough #Tongue *cough*squishy*cough* Russia's too snowy, I know XD

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun Feb 24, 2008 12:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

there is no snowplough...
just a huge set of spikes for killing people who don't get hit by the guns...

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Sun Feb 24, 2008 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm can we have an ingame screenshot of this?
I want to see it ingame before I download it.

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behemoth
Vehicle Drone


Joined: 31 Jan 2008
Location: Bedroom

PostPosted: Sun Feb 24, 2008 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did a quick recolor, if you want it just say.



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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Sun Feb 24, 2008 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

people,we've got an new apocalypse.
Damn put that on download

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behemoth
Vehicle Drone


Joined: 31 Jan 2008
Location: Bedroom

PostPosted: Sun Feb 24, 2008 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Recolor



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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Sun Feb 24, 2008 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

thnx may use it in my mod...

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behemoth
Vehicle Drone


Joined: 31 Jan 2008
Location: Bedroom

PostPosted: Sun Feb 24, 2008 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes you may Very Happy

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sun Feb 24, 2008 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's a great Apocalypse redesigning. Great job, behemoth! Might I suggest just a bit more detail on the texture to make it perfect.

Also, Cyanide and Happyness ftw.

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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Sun Feb 24, 2008 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

One of the few examples that looks better ingame than in the voxel editor. Cheers for great and shiny design. The spikes look awesome btw.

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Robopope99
Jumpjet Infantry


Joined: 05 Feb 2007

PostPosted: Sun Feb 24, 2008 9:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Holy crap son, that turned out amazing Very Happy. I love what you did with it. expecially the front.

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behemoth
Vehicle Drone


Joined: 31 Jan 2008
Location: Bedroom

PostPosted: Mon Feb 25, 2008 5:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for everything guy. My other tank should be done within the next week or so then I'm moving on to big better things. Very Happy

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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Mon Feb 25, 2008 7:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I agree: Very nice voxel! I do think it could need some detail, as said earlier Smile Wish I had your talent. Razz

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azri_apoc
Cyborg Firebomber


Joined: 29 May 2007
Location: Malaysia

PostPosted: Mon Feb 25, 2008 8:56 am    Post subject: Reply with quote  Mark this post and the followings unread

wow!! thats more nice than the first pic, you did a good job man Wink .

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Mon Feb 25, 2008 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

It might use a little more detail, but it already looks fantastic, good job Wink.

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partyzanPaulZy
Commander


Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Mon Feb 25, 2008 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's only one bug - black dots syndrome.
As Dupl3xxx has said in "soviet miner replacement " topic (about my miner):
http://www.ppmsite.com/forum/viewtopic.php?t=17682&postorder=asc
This could be solved using autonormals on vxl WITH redundant voxels = full, filled voxel.
Quote of Dupl3xxx:
Quote:

OK...

Try this (wasn't planing to go public with this yet, but what the hell)

AutoNormals 5.6
Range between 1.7 and 2.2
Smooth checked
Build Influence Map cheked
Treat Descontinuities checked
Smooth level = 15
Contras level = 5

Notice that the differnece between Smooth and Contrast is 3:1. So Contrast=4 would get 4*3=12 and Smooth=12


I don't know what he would say, but it can help ( range can be different ).

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Last edited by partyzanPaulZy on Tue Feb 26, 2008 4:07 pm; edited 1 time in total

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Dupl3xxx
Commander


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

PostPosted: Tue Feb 26, 2008 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

One thing that bugs me, to smooth normals, and the "wheels" in the rear track is pushed two voxels to far in Wink

@partyzanPaulZy
Thanks for the reference. And both range and all the other values can be changed Wink

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