i'm really starting to enjoy your work, your style and actual content always pleases me greatly. the above unit looks great, is is preparing to fire weapons you havnt modeled yet or are they wrist blades. i only ask because there seems to be a muzzle flazh. QUICK_EDIT
the above unit looks great, is is preparing to fire weapons you havnt modeled yet or are they wrist blades. i only ask because there seems to be a muzzle flazh.
Well, I thought the psi-blade is a stupid idea and have abandon it.
Now it fires something(I have actually stopped making a mod so the GIF below is just to show how the ingame looks. )
This mech is made at the request of a fellow Chinese modder, and this time the texture quality is actually quite crappy, so I've decided not to release this mech for now. Maybe there will be a re-skinned variant released later.
Well, I'm now actually working for an upcoming YR mod called Revenge Now.
It'll get a moddb page in October, but its current status(largely unfinished campaigns, only in Chinese, and a lack of talented artists) means that it won't be released anytime soon.
Anyway, it still has some interesting stuff to see.
Well, I'm now actually working for an upcoming YR mod called Revenge Now.
It'll get a moddb page in October, but its current status(largely unfinished campaigns, only in Chinese, and a lack of talented artists) means that it won't be released anytime soon.
Anyway, it still has some interesting stuff to see.
you shouldnt put yourself down trans_c your one of the best "active" artists on here at the moment releasing content (shps) .and no doubt your mod will be great fun QUICK_EDIT
In action.
It's a pity that simple deployer logic supports voxel only, at least in vanilla ARES. Thus it won't be released since no one will be able to use them...
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Oct 04, 2016 3:16 pm Post subject:
Pretty sure OpenRA can support this 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
Well, the mod i'm now working for utilizes a modified ARES version(private amateur stuff, somewhat unstable, may never be released in public) and it has a set of tags that supports shp vehicles much better(such as standing frames, etc), besides many other extended logics(like the health digits displayed above the health bar, bouncing projectiles, laser trail, transformation anims for operator-required vehicles and the damage-absorbing shield AE logics, all could be seen above in a GIF pic).
It even has a tag specially added in order to implement this siege chopper...
As for OpenRA, I have totally lost interest in it. It's far too unfriendly to those who don't have programming knowledge.(well...perhaps, people unable to code is not suitable to do modding anyway.) _________________ Aka DirtyChicken QUICK_EDIT
Not sure where you get that impression. You should be able to create your mod just by editing some text files. Extending the engine with programming knowledge is optional. At the moment RA2 support isn't really production ready so I can understand that you may want to wait until it matures a bit. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Oct 06, 2016 9:54 am Post subject:
Trans_C wrote:
As for OpenRA, I have totally lost interest in it. It's far too unfriendly to those who don't have programming knowledge.(well...perhaps, people unable to code is not suitable to do modding anyway.)
No, it just requires a vastly different way of thinking, which is indeed hard to adjust to. And sometimes I feel that there are even people among the contributors who lack that mindset. So I can very well relate to it.
It's kinda easier to mod OpenRA if you don't think in WW terms and start anew. But no, people without programming knowledge can pick OpenRA modding up and ultimately do great stuff with it - Nolt and Astor are quite good examples (although true that I back up Nolt with some of my own coding additions, which reminds me sometimes how kenosis kept doing crazy things with LH_Mouse's NPExt). _________________ "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
An Allied Battleship(?).
Still WIP
Someone has told me that it's hull shape doesn't look like a ocean-going vessel, so maybe it should be called "battleboat" or "monitor" or something?
That hull design is for handling frequent medium sized waves, it helps stabilize the ship, although ice breaker vessels also use them oriented a little differently to help lift away the broken ice. Smaller/shorter vessels typically have the rounded keel-hull like the tugboat or destroyer in RA2 so they can ride large waves instead of crashing through them.
This is ironically one of the big concerns with the new Zumwalt destroyer, the triangular nose... http://www.phisicalpsience.com/public/Tumblehome_Hull_DDG-1000/Tumblehome_Hull_DDG-1000.html _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
That hull design is for handling frequent medium sized waves, it helps stabilize the ship, although ice breaker vessels also use them oriented a little differently to help lift away the broken ice. Smaller/shorter vessels typically have the rounded keel-hull like the tugboat or destroyer in RA2 so they can ride large waves instead of crashing through them.
This is ironically one of the big concerns with the new Zumwalt destroyer, the triangular nose... http://www.phisicalpsience.com/public/Tumblehome_Hull_DDG-1000/Tumblehome_Hull_DDG-1000.html
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Thu Dec 08, 2016 8:58 pm Post subject:
A little small (even for RA-verse proportions), not enough guns/armor for a battleship IMO
As it stands, it could easily pass for a cruiser. Depending on how big it is ingame, it could also pass for a destroyer. Shrinking the turrets and making them single guns could make it look even more convincing as a DD.
It's a very nice model though, I like the combination of a modern hull design with a gun-heavy weapon suite. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
I tend to agree with EVA, the ship is too small for the amount of guns let alone the size of guns, but visually it looks good. A more realistic look would be 1 large barrel gun turret (foremost) and two small 30mm guns for the others that could operate as AA-guns if needed.
Well, I've lost both the interest in that ship above and the 3dsmax files of it, so no further work on it.
Here is an boxy allied chopper.
...And some failed attempt at creating Allied-ish bulidings.
Btw, how to create arctic frames for buildings? I have no clue about it.
Maybe I'll make another infantry shp next time. Perhaps a certain Chaos Lord that takes away metal bawkses.
Ah buildings looks good but need to be add few deco, do you think to share soviet sniper ? Allied chopper looks interesting. _________________ QUICK_EDIT
In the topic of arctic frames for buildings, WW hardly did more than paint white on top of the buildings, so any kind of thickness you add to it is better than what WW did.
If you want real looking arctic art, either go by experience or use a particle system that collides with the building and see where the particles go for effect and create icicles on overhangs and thicker snow ramping up to the sides.
Arctic art never made sense to me for player made buildings, since they're being freshly built, how is there snow? _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Boxycopter, its design is good. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
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I know what this is.
This is an espresso machine. No, no wait. It’s a snow cone maker. Is it a water heater? _________________ SHP Artist of Twisted Insurrection: Nod buildings
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