Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Apr 05, 2015 12:49 pm Post subject:
Nah, it's good as-is. _________________ "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
So my big white/blue oldage home doesn't really fit with a dreary RA2 look, instead of converting it entirely, I'm breaking it back up into pieces, and making variations... (the one on the right)
The new one on the left is all cut&paste, except minor fixups, and a few surfaces like the roof and doors.
Encouraging me to make more is a simple fact, I'm getting faster
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Apr 07, 2015 1:10 pm Post subject:
They all look amazing. _________________ "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)
=======================
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
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Apr 17, 2015 9:18 pm Post subject:
Nice stuff. _________________ "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)
=======================
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
How Voxels work limits this. And you can't animate Body Sections aside from making it movement/active animations (Via looping)
Which is why the Miners/Harvesters didn't have Plows anymore. Great Job on the voxels. Though I'm guessing you made them as something like Civilian Miners you could capture as well? _________________ ~ Excelsior ~ QUICK_EDIT
FA2 really hated CASANF16-18 until I re-converted them to fix the rubble on the generic versions. I tried renaming them, moving the order, re-adding to the mix then compacting, nothing worked. Finally figured since I tried everything else I should fix the art... voila!
As you can see the in-game rendering of the bulldozer is way too messy, I'm going to have to remove detail or make it bigger, it's currently shrunk to 80% but I'm going to check what 100% looks like first.
BTW I forget who's tip it was, I've been using XCC Mixer to add the files, which I had poor success with previously. Ever since I opened one of my good mixes, deleted the old files, then added my new ones, everything has been stable.
annoying.jpg
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12 GI's marched up and garrisoned right next to me blah!
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pottyfixed.jpg
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Shrunk to 66% from last time, just right :)
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Last edited by G-E on Sat Apr 25, 2015 9:58 am; edited 1 time in total QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Mon Apr 20, 2015 11:46 am Post subject:
Very nice, I love how much space everyone (except the SE player) gets for developing their base. I dislike how cramped most RA2 maps are compared to TS, so this one is a welcome change. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Technically I screwed up on that version, I have since removed the fences at the top-left and bottom-right positions.
Overall each spot has plenty of space for the structures they need, all the non-core structures like defenses can fit anywhere between the map objects anyway.
As with all my maps, having a forward defense is always crucial, sending troops to garrison, or build towers off of captures buildings makes a big difference.
The one challenge is for the size of map, there's really not that much ore, which is ok when playing against an AI since they always have cash to steal, but pvp might prove a challenge without carefully guarding the derricks
You'll also note that I added tons of parking lots, this seems to be an oversight on all the urban maps I've seen, because every building larger than a house in real life has a parking area... although it's clear I'll need to make better parking lot tiles if I really want to make nice city maps. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
I swear I don't have any attention deficit problems
I'm just working on things as I feel like it, alternating keeps me from getting bored, and keeps inspiration flowing
Finished my garrison and damage frames for CATOR07 and made a new office structure by heavily modifying a rendering I found.
I also decided to make a water decoration in the form of a shipwreck, an old one, but I think I'm also going to make a capsized cruise ship at some point
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Apr 25, 2015 5:47 am Post subject:
Really good job. _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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
Had a bitch of a time getting the grinding wheels right, voxel viewer shows it correctly, both HVA builder 2.0c and 2.12 are wrong... had to manually set the offset with the transform box in VXLSE.
Needs some additional remap, but I'm lacking the inspiration to figure out what that should be...
I was inspired to make the Kornet from the military pics thread, obviously with some tweaks to match the game/mod a little better, but very close overall.
So having this unit, I can now fill the spot formerly occupied by the Avenger, a stolen tech hybrid of IFV and HTK, and therefore give the Avenger back to the allied side, if I can find a spot for it.
My soviets are gray.. unless you mean the allied blue at the bottom of the launchers? I didn't notice until after but really doesn't matter as they would be the missile tails or trapdoors only. Yes it's a free spinning turret
As with all things I'll probably tweak the chassis some more, maybe make it a little dirty on the bottom, or even darken the whole thing -- slab sided units need a lot of tricks to look good in RA2. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
The Arachnid is stolen tech, think of it like a mirage drone with a powerful machine gun...
Defender is the Lybian equivalent of the Abrahms, slots in between the Rhino and Apoc with a longer range gun. Slightly stronger than the Rhino, with longer range, but weaker in both cases than the Apoc. Cost is closer to the Apoc.
As with all the fighting vehicles, cost and features distinguish them, each having a place in a tactical arrangement, if the budget allows it. You can still win a war with Rhinos or Grizzlys
There's a major change in my mod regarding economy, that is the previous Ore Purifier is now a Fusion Reactor, so the allied houses had all the prices spread to a wider delta. This gives them the option of fighting on the cheap, or going with the more extreme units if they can afford it.
The one thing that is unavoidable is the cost of naval war, it is very costly to fight in the water. It's one of those things that will seriously make you think about playing turtle and working on your economy, but it's a decision not to be made lightly, the ranged vessels have a lot more range _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Mon May 18, 2015 11:38 am Post subject:
The Defender looks alot like a certain voxel I'm using. Maybe it's a recreation of that voxel or maybe it's coincidence, I don't know. But from how that voxel looks in-game, I believe you might end up needing to give the barrel a bigger diameter. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
I borrowed the turret long ago, obviously it's a modern T-series type turret, but as with all things I've made changes.
The chassis itself does borrow design elements from other sources, that's not typically how I make the suspending wheels, and since I'm refreshing all the voxels, I'll redo those too soon.
Several house specific units break the design conventions for the sides they are on, and one of my goals is to make them appear more derivative, but not entirely. Unlike the Havoc (quake tank) which uses the Apoc body 99% as-is.
This is by no means a "small" tank, it just looks smaller than it's size would suggest, because of the double tracks and extra wide farings that creates. The turret alone is larger than the Grizzly.
There's also 2 design aspects to keep in mind, at least the design principles of my mod:
1. Soviet tanks are generally rounded, the seamless "bathtub turret" in a sense, but it generally applies to the whole chassis... hence the bulbous turret.
2. The Mammoth tank is stolen tech from both sides, so it's supposed to be a combination o hybridization of styles as well.
I figure the boring segmented farings on the treads are a necessary design element for the double tracks, and can break the soviet design ethos a little.
And I'm just realizing the turret kinda looks like a spider with the raised absomen, and the 8 ribs of the extra plating look like legs
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Thu May 21, 2015 8:26 am Post subject:
I didn't mean it was a "small" tank, but it's surely "short" relative to its' width. And especially relative to the turret. Compare it to the Apoc for example. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
I didn't mean it was a "small" tank, but it's surely "short" relative to its' width. And especially relative to the turret. Compare it to the Apoc for example.
The barrel lengths also denote how far they shoot... the Defender shoots farther than the Rhino/Apoc, and the Mammoth shoots similarly far with giant shells
Attempting to give the Mammoth more plate definition, the scaling is 80% which shouldn't be so dramatic (Apoc is 90%), but it needs help.
Also redid the Light tank chassis to match the sunken driver portholes of the others, added tailpipes and other cleanups... the Gattling tank is next since it shares the same chassis (Remember kids: Reduce, Reuse and Recycle).
The Apoc chassis is used for the Havoc, and since I didn't feel like making a cheesy hammer or some complicated rigging, it's really just a giant pill accelerated by magnets or something.
I trimmed the Defender barrel a touch, unified it with the turret, and did other small cleanups like improving the curve underside, and removing some step effects on top from the normals.
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