• Vulture Gunship - Allied (originally by Creator)
Give me points on what to improve, it seems like it lacks something.
vulture_001.gif
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Vulture Gunship
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_________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you Last edited by NucleiSplitter on Sat Nov 14, 2020 11:53 am; edited 9 times in total QUICK_EDIT
NucleiSplitter, good that you back!
Yeah, I remember that comedy. But why did you split that old thread? It is not necessary, that thread has awesome models. Also it will confuse people, as voxellers tend to open one threads for themselves. If everyone open multiple threads that can lead to confusion. _________________
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Tue May 29, 2018 1:46 pm Post subject:
MasterHaosis wrote:
But why did you split that old thread? It is not necessary, that thread has awesome models. Also it will confuse people, as voxellers tend to open one threads for themselves. If everyone open multiple threads that can lead to confusion.
Quite true, but I'm still going to be strict about splitting my new from the old. I despise my old self so much because of some personal things... I'll just put a link to the old one if anyone would be looking for it. _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Your vulture looks too flat IMO. Especially the roof.
Maybe add a turbine or something there. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
add dual rods on the roof _________________ 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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Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Wed May 30, 2018 6:22 pm Post subject:
Criticism taken, thank you TAK02 and PussyPus
And here is another voxel, the Hyperfire Carrier. This took me four days, and some help from Creator. The aircraft loaded on it is a modified orcab.vxl found in the mixes.
• Orca Hyperfire Carrier - Allied (aided by Creator)
One thing to note: I didn't finish the wheels and tracks yet.
Hyperfire Ingame.png
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Ingame
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orcacar_000.gif
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360° View
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_________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
You do know that's TS' original Orca Bomber WW forgot in there, right? Last edited by TAK02 on Thu May 31, 2018 5:54 am; edited 1 time in total QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Thu May 31, 2018 3:57 pm Post subject:
cxtian39 wrote:
2 exposed spawns may not be a good choice since spawner spawns spawns spawn by spawn (WO dilemma)
Really? I have no problem with my code _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
How about? the hoverball i created? i'm sure you don't know, but i designed some concepts of buildings and units for a project i started since 2015 and scrapped in 2017, this year it's back but the progress is very slow due to college.
And if you ask me where is it, i forgot to back up the artwork (to deviantART) before i get a new laptop. _________________ 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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Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Mon Apr 22, 2019 11:59 am Post subject:
quick update: Paladin Medium Tank (not heavy, tho is bigger than my heavy tanks right now xD)
- Added Bigger Turret Headlight, the old headlight was too small to be rendered properly ingame
- Added the small "bear claws" from azri's grizzly tank, the front part felt empty
Up next: Chrono Miner revision, this is gonna take a while.
It looks good, maybe missing some headlights, but it does look like it carries half of what a vanilla one could carry. I think the semi-circle holding the white orbs could be moved back a pixel. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Sun Apr 28, 2019 12:53 pm Post subject:
snmiglight wrote:
aside from the big gap between the chrono device and the storage, I've got no complaints.
good job on the chrono device btw.
oh, yea that's what's been missing, it felt empty there.. i'll try to think of something to fill the gap, thanks for pointing that out
4StarGeneral wrote:
It looks good, maybe missing some headlights, but it does look like it carries half of what a vanilla one could carry. I think the semi-circle holding the white orbs could be moved back a pixel.
i'll try out putting some headlights on the chrono device dome, and i'll try moving the white orb circle one pixel back
Thanks for the feedback, it helps me refine my work a tad bit more
Anyway, here's a rework of my old Ham for the time being...
That's nice, Very fitting for RA2, unless the Turrett has more remap, it maybe needs more remap on the body? _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
The tip of the tread handler needs remap, just like the some tanks in the original game have. _________________ 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'll check it out in a bit, tho i got hvab2.18d working again
Here's what how the Guardian Tank turned out...
It's not too small, if you resize infantry SHPs to a downside (decreasing size in pixel unit), they'll look realistically smaller than vehicles, even though, some vehicles in some mods are too large for a weapons factory. _________________ 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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Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Wed May 06, 2020 9:08 am Post subject:
PussyPus wrote:
It's not too small, if you resize infantry SHPs to a downside (decreasing size in pixel unit), they'll look realistically smaller than vehicles, even though, some vehicles in some mods are too large for a weapons factory.
i just resized my infantry to TS proportions, and yes indeed does it look realistic
Here comes another one...
Remake of the NightHawk Transport, inputs please.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri May 08, 2020 9:12 am Post subject:
The two decks on top of each other looks weird on the Sea Scorpion. I presume the top one is supposed to be the bridge, but the bottom one also implies to have the same layout and I don't think that's commonplace. Sure, this is a minor nitpick and isn't even visible ingame anyway.
You've developed a lot from that very early plain style of yours during your absence, in regards to shading and grey usage. Weird to see these stuff next to your old plainer style. _________________ "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
Pfft the two decks are fine, what would make it appear better is the lower one have an open deck area behind the structure. You also have to fix those normals on the hull.
One thing I would suggest design wise is adding contrast. If the hull is dark, some parts like the features closest on deck need to be bright, so you create a dark-light-dark contrast.
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Sun May 10, 2020 1:25 am Post subject:
Graion Dilach wrote:
The two decks on top of each other looks weird on the Sea Scorpion. I presume the top one is supposed to be the bridge, but the bottom one also implies to have the same layout and I don't think that's commonplace. Sure, this is a minor nitpick and isn't even visible ingame anyway.
Points taken, the windows were carried over from Jem's design, though I imagined the top being some sort of spotting deck and the one below being the bridge, I redone the windows accordingly now.
Quote:
You've developed a lot from that very early plain style of yours during your absence, in regards to shading and grey usage. Weird to see these stuff next to your old plainer style.
Indeed I have, good thing I made this little thread to make it hopefully less weird.
G-E wrote:
...what would make it appear better is the lower one have an open deck area behind the structure. You also have to fix those normals on the hull.
I couldn't see how I could fit an open deck area in the lower deck, so no.
I have fixed the black spots autonormals make though.
Quote:
One thing I would suggest design wise is adding contrast. If the hull is dark, some parts like the features closest on deck need to be bright, so you create a dark-light-dark contrast.
Otherwise, it looks good.
I'll take note of that for the next vessel I'll make. Thank you!
Up next:
A little preview of the next model... and yes, I use green for shaping.
I would add some scuffs and highlights on the panels though, I know you like this shaded gap thing but it needs more contrast on the Allied scheme sections. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
IFV Remake, made from original voxel.
Upscaled by 25%
Used the German Marten IFV as reference for the front, and the ingame cameo for the sides.
Inputs are welcome
Is this design based of the IFV icon from the original game? _________________ 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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Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Mon Jun 08, 2020 3:53 am Post subject:
Made some minor editing to the IFV and a repair arm turret based off of the repair depot arm.
m7 wrote:
Have any ingames? This is quite the treat!
Here's a quick one
G-E wrote:
I would add some scuffs and highlights on the panels though, I know you like this shaded gap thing but it needs more contrast on the Allied scheme sections.
Scuffs and highlights... Can't really do right now
As for the contrast, the only thing I saw was the rearlights, so I darkened it a little.
PussyPus wrote:
Is this design based of the IFV icon from the original game?
Think you can recolor it to Nod color scheme, Fission? It looks heavily similar to the repair vehicle from Tiberian Sun. _________________ 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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Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Thu Jun 11, 2020 10:39 am Post subject:
PussyPus wrote:
Mig Eater wrote:
The repair arm looks like a scorpion tail
Think you can recolor it to Nod color scheme, Fission? It looks heavily similar to the repair vehicle from Tiberian Sun.
I guess I can, but the shape isn't Nod-ish imo, the arm tho might be good enough
Anyway, here's a demo truck remake
Made from the vanilla voxel, scaled up by 1.25x, based off of the cameo and render
I'm testing the 1.25x scaling to see if it's the golden scale for TS-size infantry, this is the second attempt, it looks kinda big, but I'll wait for people's inputs
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Sat Jun 13, 2020 11:36 am Post subject:
Just found out a person named ZergKete made a better demotruck than mine. It's really big tho
Anyway, here's another one for my mod, a Grizzly Tank remake.
Made from the ingame voxel. Rescaled by 1.25x as with the past two. Based off of the cameo and only render it has.
Turret was made by Jem, didn't really bother making one from the vanilla so I edited his. It fits the chassis quite well.
Just FYI, the voxel size and shape do have an effect on how easy it is to hit, and how much splash damage a near miss will give it. By making units oversized, you actually make them take more damage under some circumstances. So if you make a sleek light tank with say Strength=500 and a chunky APC with the same, the tank has better survivability. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Sat Jun 13, 2020 1:13 pm Post subject:
G-E wrote:
Just FYI, the voxel size and shape do have an effect on how easy it is to hit, and how much splash damage a near miss will give it. By making units oversized, you actually make them take more damage under some circumstances. So if you make a sleek light tank with say Strength=500 and a chunky APC with the same, the tank has better survivability.
Really? That's quite interesting. Never would've thought the shape and size would affect the potential damage taken. Does HVA-resizing affect this as well? QUICK_EDIT
Think you can recolor it to Nod color scheme, Fission? It looks heavily similar to the repair vehicle from Tiberian Sun.
I guess I can, but the shape isn't Nod-ish imo, the arm tho might be good enough
Anyway, here's a demo truck remake
Made from the vanilla voxel, scaled up by 1.25x, based off of the cameo and render
I'm testing the 1.25x scaling to see if it's the golden scale for TS-size infantry, this is the second attempt, it looks kinda big, but I'll wait for people's inputs
Actually the difference is, the IFV has tires, but the original Repair Vehicle from TS had treads/tank tracks. _________________ 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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