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Mobile Crane
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Tacyarts
Vehicle Drone


Joined: 30 May 2010

PostPosted: Mon Jun 21, 2010 8:42 pm    Post subject:  Mobile Crane Reply with quote  Mark this post and the followings unread

Another Civ unit..

Mobile Crane - Voxel Size 30 x 38 x 112
Suggested TS Bounds ( 0.9 of original ) - Min X ( -13.95 ) Min Y ( 0 ) Min Z ( -56.25 ) : Max X ( 13.95 ) Max Y ( 34.2 ) Max Z ( 56.25 )



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Last edited by Tacyarts on Tue Jul 06, 2010 3:00 am; edited 1 time in total

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Mon Jun 21, 2010 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very nice! Wink Downloaded! Cool

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Jun 21, 2010 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks excellent in the viewer, but for proper feedback you should really post in-games, that's all that matters when it comes to Voxel previews.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 21, 2010 10:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh cool, a champion crane.
Now just make a version with the crane rotated to the side and a terminator hanging on the hook. Very Happy

About the voxel. You should add some more shades of yellow to improve the details and also give it a more complex texture.
Other than that it looks already really accurate and detailed.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Jun 22, 2010 5:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Detail the windows with a light/dark gradient.

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206UE
Missile Trooper


Joined: 07 Jan 2010

PostPosted: Tue Jun 22, 2010 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Y0u'2Ξ Λn ΞxcΞLLΞn7 v0xΞL c2ΞΛ702.

Last edited by 206UE on Mon Apr 18, 2011 7:27 am; edited 2 times in total

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Tue Jun 22, 2010 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow!

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Tacyarts
Vehicle Drone


Joined: 30 May 2010

PostPosted: Tue Jun 22, 2010 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks everyone for all the positive comments.

@Aro.

At present my TS is out of action and a friend has my CD's and don't know if theres another way to get "In-games" If theres another program that I could use please let me know.


@LKO.

I'm unsure what you meen when you say "more complex texture". I've used a few shades of yellow to try and give the impression of shadows under the boom and around the crane body ect. Could it be that yellow is a really bad colour for shading effects?. If its not the colour then could you elaborate a little more, in real basic terms ( maybe post 2 basic Pics. 1 without the texturing and a second with an example of what you meen. ) so I can attempt to make the corrections.


@Orac.

I'll do as you suggested once I undestand how to correct what LKO mentioned.



PS.

I noticed most people tend to do military units.
Everyone seems to do "Tanks" , I've also noticed a few aircraft and even some naval units.

I decided that rather than doing the same as everyone else, I'd make a few non-military units.
I was wondering if theres a need for "more" civilian units and if so are there any suggestions as to which ones are needed ?

I was thinking of doing either a "Cement Mixer" or a "Rigid Dump Truck" next but I'm open to suggestions if anyone feels there are some other units the game could use.

Tac.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Jun 23, 2010 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

There can never be to many civi vehicles, and doing things like DumpTrucks, front end loaders, back hoes, and the Crane and Cat you already made are always good additions to these types of mods. Maybe make a whole fleet of Construction Vehicles? Razz

BTW very nice work!

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Tacyarts
Vehicle Drone


Joined: 30 May 2010

PostPosted: Wed Jun 23, 2010 12:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
There can never be to many civi vehicles, and doing things like DumpTrucks, front end loaders, back hoes, and the Crane and Cat you already made are always good additions to these types of mods. Maybe make a whole fleet of Construction Vehicles? Razz

BTW very nice work!


Ok a fleet it is....
Maybe I should start a new (voxel) heavy vehical construction company and call it Tacerpillar Smile

Tac.

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Tacyarts
Vehicle Drone


Joined: 30 May 2010

PostPosted: Fri Jun 25, 2010 5:09 am    Post subject: In-game screen shot Reply with quote  Mark this post and the followings unread

I finally got TS up and running again so I figured I should take a screen shot of a few of the units I've uploaded lately.

Below are the Original Voxel sizes and the Bounds I used for the units in the screen shot.


Hover Speeder - Voxel Size 23 x 25 x 38
Suggested TS Bounds ( 1.1 of original ) - Min X ( -12.65 ) Min Y ( 0 ) Min Z ( -20.9 ) : Max X ( 12.65 ) Max Y ( 27.5 ) Max Z ( 20.9 )

Half track MRLS - Voxel Size 33 x 35 x 73
Suggested TS Bounds ( 0.7 of original ) - Min X ( -11.55 ) Min Y ( 0 ) Min Z ( -25.55 ) : Max X ( 11.55 ) Max Y ( 24.5 ) Max Z ( 25.55 )

Bulldozer - Voxel Size 37 x 35 x 66
Suggested TS Bounds ( 0.8 of original ) - Min X ( -14.8 ) Min Y ( 0 ) Min Z ( -26.4 ) : Max X ( 14.8 ) Max Y ( 28.0 ) Max Z ( 26.4 )

Cement Mixer - Voxel Size 27 x 35 x 73
Suggested TS Bounds ( 0.8 of original ) - Min X ( -10.8 ) Min Y ( 0 ) Min Z ( -29.2.0 ) : Max X ( 10.8 ) Max Y ( 28.0 ) Max Z ( 29.2 )

Kenworth Flatbed - Voxel Size 25 x 38 x 112
Suggested TS Bounds ( 1.0 of original ) - Min X ( -12.5 ) Min Y ( 0 ) Min Z ( -56.0 ) : Max X ( 12.5 ) Max Y ( 30.0 ) Max Z ( 56.0 )

Mobile Crane - Voxel Size 30 x 38 x 112
Suggested TS Bounds ( 0.9 of original ) - Min X ( -13.95 ) Min Y ( 0 ) Min Z ( -56.25 ) : Max X ( 13.95 ) Max Y ( 34.2 ) Max Z ( 56.25 )


Tac.



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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Fri Jun 25, 2010 9:30 am    Post subject: Reply with quote  Mark this post and the followings unread

The bulldozer (if it's one) at the bottom look like a vehicle facing the right.
The thing at the front of the vehicle (sorry,don't know the name in english...actually I don't know the french name either Laughing ) should be made somehow more noticeable so it wouldn't happen.

The 2 "Cement Mixer" are the same image or they use a different one?

It's good work. Wink

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Dragon Prime
Grenadier


Joined: 03 Feb 2010
Location: People's Republic of China

PostPosted: Fri Jun 25, 2010 9:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe you can make these kind of civilian unit mixed to transform a devastator like transformers,man,hehe:)

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Fri Jun 25, 2010 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Dude move to modeling.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jun 25, 2010 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tacyarts wrote:
I'm unsure what you meen when you say "more complex texture". I've used a few shades of yellow to try and give the impression of shadows under the boom and around the crane body ect. Could it be that yellow is a really bad colour for shading effects?.

The improvised shadows are already really good. But what i mean is, that you use for plain surfaces not only 1 color, but paint here and there some pixel with a slightly different color (a shade darker/brighter voxel) to give the whole surface some kind of slight noise texture.
This will make them look not that "clean" ingame and more realistic.

You can this way also add some small spots of dirt. e.g. above the wheelcases.

A small warning stripe isn't bad either, especially on the champion crane and bulldozer.

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-=HelloDave=-
Grenadier


Joined: 06 Nov 2008

PostPosted: Fri Jun 25, 2010 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

They're really nice but the texture (or whatever) needs a bit more detail to make them look less bright and cartoonish.
Also that pink tiberium is fabulous.

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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Fri Jun 25, 2010 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Those look pretty damn amazing.

When I saw the crane, I was really hoping it was for RA2.

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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Fri Jun 25, 2010 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Scorched Earth wrote:
Those look pretty damn amazing.

When I saw the crane, I was really hoping it was for RA2.

In the "Cement Mixer" topic,the author said that:
Tacyarts wrote:
I was thinking about posting suggested voxel X-Y-Z bounds for both RA2 and TS when I upload new units. Do you think that would be a good idea ?

Tac.


So if I understood well,it could be used in both games with those "bounds" things set right,maybe.

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Ghost of Christmas Past
Grenadier


Joined: 02 Jun 2010

PostPosted: Fri Jun 25, 2010 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bohnds would scale it up and down, so yes.

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Tacyarts
Vehicle Drone


Joined: 30 May 2010

PostPosted: Fri Jun 25, 2010 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks everyone for all the positive feed back.

@Vefbl4
I had a look at a couple of 3d programs but TBH I think they are beyond my level of understanding so I'll stick to Voxels for now Wink

@LKO
Thanks for explaining what you meant. I created a Buffel unit for Vefbl4 and used your suggestion about adding random spots of slightly different shades of colour and I now understand what you were pointing me towards.

@Scorched Earth
I will eventually be testing most of the units that I have created up till now in RA2. Once I've finished testing I'll post an updated "Table" of bounds for both RA2 and TS.

@Cantdrawbutmod
You are correct. I will attempt to create units that can be used in both RA2 and TS and post the suggested bounds for both games so those members who either cant, or dont wish to create their own units, can simply change the "bounds" in the voxel header.

PS.
If anyone has ideas for more civilian units they would like to see feel free to make suggestions and I'll do my best to create them for you.


PPS.
Please ignore the Daleks in that pic I forgot to move them off screen before I did the screen cap Very Happy

Tac.

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Fri Jun 25, 2010 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

tacyarts, you should totally make a bobcat next. I always thought they were cool, and it would be a good light construction vehicle.



Ya know, one of these!

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