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Nod Sam Turret
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Regulus
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Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Tue Jan 12, 2010 5:00 am    Post subject:  Nod Sam Turret
Subject description: Quick "Fix"
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It has always bothered me that the Nod SAM Turret uses the GDI SAM Turret art. So I decided to make a new one today. Cheerio.

Just replace the art entries for the NASAM_A with this:

; SAM site turret
[NASAM_A]
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=0
Surface=yes
NewTheater=yes

EDIT

I uploaded the base that I remade here. It makes a small difference but a difference none the less.



newbase.png
 Description:
 Filesize:  12.34 KB
 Viewed:  6769 Time(s)

newbase.png



Sam Star.png
 Description:
Ingames with original base.
 Filesize:  19.56 KB
 Viewed:  10527 Time(s)

Sam Star.png



nasam.zip
 Description:

Download
 Filename:  nasam.zip
 Filesize:  2.95 KB
 Downloaded:  122 Time(s)


ntsam_a.shp
 Description:
SHP

Download
 Filename:  ntsam_a.shp
 Filesize:  12.06 KB
 Downloaded:  357 Time(s)


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Last edited by Regulus on Thu Jul 10, 2014 4:00 am; edited 1 time in total

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Askhati
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Joined: 22 Dec 2009

PostPosted: Tue Jan 12, 2010 6:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Is that red dot on the left side of the launcher a targeting laser or what? It looks a little out of place.

Has anyone ever thought of making a voxel version of the SAM turret?

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Regulus
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Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Tue Jan 12, 2010 6:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Its on the FMV render, so I put it there.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jan 12, 2010 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Askhati wrote:
Has anyone ever thought of making a voxel version of the SAM turret?

Why do you want a vxl, while SHPs do look a lot better and more detailed. Confused

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Askhati
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Joined: 22 Dec 2009

PostPosted: Tue Jan 12, 2010 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

So that we can use it on a tank chassis without it having to deploy...? *facepalm*

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Jan 12, 2010 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Askhati wrote:
Has anyone ever thought of making a voxel version of the SAM turret?

Why do you want a vxl, while SHPs do look a lot better and more detailed. Confused


A voxel turret can face any direction, whereas a SHP turret can only face 32 directions.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jan 12, 2010 3:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Askhati wrote:
So that we can use it on a tank chassis without it having to deploy...? *facepalm*

Behave yourself!
If you're too lazy to create a simple single turret for a certain unit, you obviously haven't understood yet, that modding is more than just simple copy and pasting different things together.

@Crimsonum: The engine renders voxel in only 32 facings too. Take a very long/big voxel and you can clearly see the 32 facings when it rotates.

Since building turrets don't have to tilt, it's always better to create them via a more detailed SHP.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Jan 12, 2010 3:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Since building turrets don't have to tilt


That's another problem with SHP turrets. The turret can only be fixed into specific angle, whereas voxel turrets can rotate horizontally.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Tue Jan 12, 2010 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

What happens if you have say...

NASAM
NASAMTUR.SHP
NASAMTUR.VXL - (Invisible)
NASAMBARL.VXL

Or is it not possible to have a voxel and shp turret on the same object, or even a shp turret and a voxel barrell? Most barrels for tanks and etc are just a blank line / cannon.

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Jan 12, 2010 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not bad. ;p

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Tue Jan 12, 2010 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Really dig it, and included it in my mod. If you use this, I suggest to change the PrimaryFireFLH and SecondaryFireFLH under [NASAM] to:

PrimaryFireFLH=160,50,100
SecondaryFireFLH=160,-50,100

With the default values the missiles seem to pop inside the turret.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Jan 12, 2010 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

It looks a bit blobby to me, tbh. I can't make out the details as well as I can on the WW sam..

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Jan 12, 2010 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not perfect but a lot better than a lazy solution. Now give it a less conspicuous base and it'd be win.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Tue Jan 12, 2010 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

o___________________________________________________________o

I just made the turret because I thought everyone would like to have a non GDI Turret on their SAM. I didn't do anything to the base.

Last edited by Regulus on Tue Jan 12, 2010 8:58 pm; edited 1 time in total

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Jan 12, 2010 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

lolwut

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Tue Jan 12, 2010 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's what he meant and I agree.
Changing the base to (yellow/black lines) make it fit better would make this even better.

Although your turret looks awesome! Wink

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Askhati
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Joined: 22 Dec 2009

PostPosted: Wed Jan 13, 2010 6:03 am    Post subject: Reply with quote  Mark this post and the followings unread

@ LKO:
Sorry man - I though it would be very obivous as to why someone would prefer a VXL turret over a SHP

@ Regulus:
Assuming you still have the 3d model you used to make this turret, could you maybe make another version of the turret that is a VXL instead? I have an idea for a Mobile SAM Site for Nod, would like to use this new SHP turret of yours for the building... But I would also need a voxel equivalent for the vehicle when it is undeployed.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Wed Jan 13, 2010 8:45 am    Post subject: Reply with quote  Mark this post and the followings unread

This SAM turret took me all of five minutesto model and make. It wouldn't be that hard to make the turret as an Voxel, but I am too busy with TS:AE to make public stuff. Sorry.

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Askhati
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Joined: 22 Dec 2009

PostPosted: Wed Jan 13, 2010 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

"five minutes to make" vs "too busy to do it"... Wink

Well, here's hoping we'll see it in TS:AE then!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 13, 2010 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Morpher wrote:
What happens if you have say...

NASAM
NASAMTUR.SHP
NASAMTUR.VXL - (Invisible)
NASAMBARL.VXL

Or is it not possible to have a voxel and shp turret on the same object, or even a shp turret and a voxel barrell? Most barrels for tanks and etc are just a blank line / cannon.

Just look at the FS Juggernaut Wink It has a SHP turret combined with a VXL barrel. This works for buildings only.

If you want a unit, just look at the Titan.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Thu Jul 10, 2014 4:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Added a new base complete with snow and buildup animations. It makes only a slight difference. I may make a new base later if what I anticipate happening happens.

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