Posted: Fri May 13, 2011 12:46 am Post subject:
Badly recolored?
Check it out, its a fresh voxel. its a converted quake 3 mod military forces model. I used 3ds2vxl. Compare it with stingerr's so you will know its not just recolored. QUICK_EDIT
Joined: 16 Dec 2007 Location: Modding other games.
Posted: Fri May 13, 2011 1:05 am Post subject:
Hmm. that F-22 Looks vaguely familiar, even though I never made it public for download due to it being unfinished.... The F-15 looks familiar too but the Autonormals smooth it too hell makes it hard to differentiate.
Just practice on those textures, I don't like the current quality of your voxels. _________________
Quote:
Everybody knows a mod that doesn't update every ten seconds is dead.
Posted: Fri May 13, 2011 1:27 am Post subject:
yeah
I cant improve the quality without increasing voxel size. Well, anyway it'll make little difference in game. Roach, can you give me nice code for AA missiles? I made a phoenix missile to match my F-14, its pretty accurate when adversary is going head to head but it misses a lot when fired in desperate. (i mean when adversary aircraft is getting away). QUICK_EDIT
Joined: 16 Dec 2007 Location: Modding other games.
Posted: Fri May 13, 2011 3:34 am Post subject:
Re: yeah
siopee wrote:
I cant improve the quality without increasing voxel size. Well, anyway it'll make little difference in game. Roach, can you give me nice code for AA missiles? I made a phoenix missile to match my F-14, its pretty accurate when adversary is going head to head but it misses a lot when fired in desperate. (i mean when adversary aircraft is getting away).
Yes you can, All my aircraft voxels are very large. I sized them down using voxelbounds to keep it in good detail without destructively sizing them down, just be careful with my method, putting too much detail and sizing down with voxelbounds can kill your voxel appearance. See my F-2A voxel uses this resizing method example I've explained. http://www.ppmsite.com/forum/viewtopic.php?t=29771 noticed how large the original voxel looks in the viewer and how different ingame sizes can quickly be made without modifying the voxel physically using voxel bounds...
As for Textures use Photoshop+vxlse III texture tool in the dropdown menu. It helps dramatically in adding textures and details to your work. Practice makes perfect!
Quote:
Roach, can you give me nice code for AA missiles? I made a phoenix missile to match my F-14, its pretty accurate when adversary is going head to head but it misses a lot when fired in desperate. (i mean when adversary aircraft is getting away).
Sorry mate, I no longer mod C&C: RA2YR. I've moved on to modding other games due to the games graphical limitations.
~ Roaches _________________
Quote:
Everybody knows a mod that doesn't update every ten seconds is dead.
Posted: Fri May 13, 2011 3:56 am Post subject:
Voxel bounds
Yeah, I know how to resize. I even calculate it to its exact percentage (x,y,z). Im just too lazy to work on large voxels. BTW, canpassiveaquire on padaircraft still dont work on ARES. (Should I post it as new topic? QUICK_EDIT
And search, IIRC, there is an aircraft-bug somewhere. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Posted: Sat May 14, 2011 5:30 am Post subject:
Re: yeah
siopee wrote:
I cant improve the quality without increasing voxel size. Well, anyway it'll make little difference in game. Roach, can you give me nice code for AA missiles? I made a phoenix missile to match my F-14, its pretty accurate when adversary is going head to head but it misses a lot when fired in desperate. (i mean when adversary aircraft is getting away).
TurboBoost=yes for the weapon
and
Proximity=yes Ranged=yes for the projectile.
This works for me.
Floater? It's for TS Disk weapon, Interesting that it's also working here.
BTW, there are still some unclear but interesting side effects of my method above: if the target plane is almost as fast as the missile, it can still evade the missile even with all flags above are added. QUICK_EDIT
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