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Raptor Fighter
Moderators: Zero18
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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Fri Aug 29, 2014 3:47 pm    Post subject:  Raptor Fighter Reply with quote  Mark this post and the followings unread



Life: 175
Speed: 16
Armor: Medium Plating
Firepower: 40 x2 (Primary) / 120x1 (Secondary)
Primary: Heat-seeking Anti-Air Missile
Secondary: Heat-seeking Ground Ballistic Missile
Ammo: 2
Cost: 1300
Strong vs: Aircraft / Moving Targets
Weak vs: Anti-Aircraft
Requirements: Allied Airforce HQ
Restrictions: America
Special: Raptor Fighter has unique ability which makes it cloak and decloak intermittently. This allows Raptor Fighter to move swiftly and silently without alarming opponents.
Special: Invisible on enemy radar.

Research: Phase Out: Raptor Fighter's cloak now last 25% longer and duration of decloak now last 25% shorter. Additionally, Raptor Fighter life increased by 15%. Also, Raptor Fighter's both Primary and Secondary weapon base damage is increased by 20%.

Raptor Fighter is currently one of the most advanced stealth jet fighter for America. They are capable of neutralizing enemy aircraft with surprise tactics effectively. During the prelude to Ukraine Crisis, Raptor Fighters were sold to some of countries such as Spain, Turkey, and Canada to make some extra money to fund America's juggernaut economy to build up sizable military force against the Red Might. They were sold for $108.93M per jet to countries who desires to buy Raptor Fighter.

During Campaign, some countries will have Raptor Fighter available at their arsenal, but limited number only.

Additional Information

  • At Elite Level, Raptor Fighter gain Armor and Firepower bonus.
  • At Elite Level, Raptor Fighter now fires red trailer missile.
  • Raptor Fighter is invisible to enemy radar.
  • Raptor Fighter cloaks intermittently.
  • 33% Chance for Survivor to escape at Rookie Level.
  • 50% Chance for Survivor to escape at Veteran Level.
  • 75% Chance for Survivor to escape at Elite Level.

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Last edited by Zero18 on Sat Oct 25, 2014 2:58 pm; edited 3 times in total

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Fri Aug 29, 2014 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

The pixelated cockpit and the black stripes on the rudders really ruin it. Sad

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Fri Aug 29, 2014 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaRTzO wrote:
the black stripes on the rudders really ruin it. Sad


That was bad normals. Even though I have two layers onto it, it still cast shadow-like over it. Not sure why it does that, but eh.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Mon Sep 01, 2014 6:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Paint the normals. #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Sep 01, 2014 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Zero18 wrote:
DaRTzO wrote:
the black stripes on the rudders really ruin it. Sad


That was bad normals. Even though I have two layers onto it, it still cast shadow-like over it. Not sure why it does that, but eh.

The fins are in total only 2 layers thick, right? The problem is that the bounds are set so high, that the voxel distance is big enough to cause gaps between 2 diagonal adjacent voxel. In your case you can see through a line of voxel onto the rear of the opposite side voxel.

Either reduce the bounds, so it is rendered with the voxel closer together, or make the fins 4 voxel thick, so each side has 2 layers.


With the BHS fixed, it would be a really cool voxel.



VoxelBounds.png
 Description:
simple sketch illustrating the black hole syndrome.
Red arrows show the cases where you can see through a voxel layer.
 Filesize:  2.39 KB
 Viewed:  3445 Time(s)

VoxelBounds.png



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Sep 01, 2014 10:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Changing the bounds does not always work, you'd be better off making the tail 4 voxel thick as LKO also said, or manually painting the normals so they are all the same.

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Mon Sep 01, 2014 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Better?



NewModel.png
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NewModel.png



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Sep 01, 2014 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep looking a lot better, what method did you use?

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Mon Sep 01, 2014 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Yep looking a lot better, what method did you use?


Cubed Method with 14 Smooth Level and 2 Contrast Level.

What I did was adding another 2 more layers to the angled wings.

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Mon Sep 01, 2014 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like the Mave/Rafe from Yukikaze. Nice!

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