Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Mon May 15, 2017 12:48 pm Post subject:
Fission's Art Pile
Subject description: Just for people to give me good criticism.
Hello to all, I am NucleiSplitter, I joined last year in October, back then I had not much Voxelling Skill. But now I took practice, got used to it, and I made this thread to show it all off!
November 25, 2017 EDIT: I'm a voxeller for my own mod and DR's YR:NW. I don't care what most people say about YR:NW, it's a mod with potential.
Below are photos of my (Old) Flak-Track:
Flak-Track_In-game.png
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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 25, 2017 4:09 am; edited 9 times in total QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon May 15, 2017 1:09 pm Post subject:
Now that's a Flak Truck cleanup I like! (NeoHB, see, that's how you do it!)
Promising start, so to say. I'm not quite sure on the rectangle in the front midwheel (IMO you shoulda shade off the corners with a color between the wheel and the mid you picked) and you still need to pickup skills regarding shading, but it is a very good cleanup as your first publicly shown voxel.
If you intend to keep this style, try to look at Jem/AtomicNoodles's voxels, those are quite similar. _________________ "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
This is quite nice indeed! It looks better than the rather messy product Westwood created!
The sides might have a bit more detail; I assume the west facing one is your desired result, but it doesn't translate well to the others; the north-west and south-east ones in particular look a bit bad, and the east facing one also has a tiny problem. Would simply making the windows slightly smaller work? Or perhaps by adding a border around them, in a colour between the window-black and surface-beige colour? Or both, perhaps.
You could also try slightly increasing the front window in height?
And perhaps add a slightly darker dot in the middle of every wheel?
The front of the south-east one looks very nice, but it looks less nice on the south-west one. I suppose that can't be helped though, unless making the grey slightly darker would work?
Generally, I would try to find a way to add a bit more detail without compromising the smoothness of your voxel, if that makes sense (probably by increasing the contrast of various things, either by slightly increasing their size or by making the colours just a bit more contrasting, as I said). I really like it though! QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Mon May 15, 2017 2:04 pm Post subject:
Oh, I forgot to mention that I didn't update the ingame shot cuz I'm too lazy
If I make it more brighter, then it would end up too bright in-game, just like Stock WW ones...
And I do intend to go with Jem's style of Voxelling, his style is much like WW's but fixed and better...
Oh, and I also forgot to post this Lasher Tank of mine:
I'd say that In-game, it's not really that bad in-game, compare it to Jem's! I barely stand a chance against his!
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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
O_o Nice job! _________________ 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 .
QUICK_EDIT
Any chance of uploading these? _________________ 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.
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Mon May 15, 2017 10:01 pm Post subject:
Sure, once I get to make original voxels (Not using other voxels as a base, like using WW's Flak-Track as a base...) yeah, I don't see why not! _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Goody!
I have a request regading the HTK tho: Could you include the barrel WW's version had as well? It could be used for the FLH of, say, an AG-minigun, while the tilted turret is for its AA-gun... (IMHO) _________________ 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.
That is its WW Version. Most people just add in a HMG to make it's Anti-Ground Weapon different and they base it on the Concept Art one. _________________ ~ Excelsior ~ QUICK_EDIT
I remember the HTK having body, turret, barrel... And I don't see the barrel in the preview... _________________ 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.
I don't think the barrel is ever used at all in vanilla. Plus I think that might have been leftover from the beta. _________________ ~ Excelsior ~ QUICK_EDIT
It has no barrel. The light tank barrel you see in the game is from the old allied Light Tank that was cut before release. _________________ Victory! QUICK_EDIT
It has no barrel. The light tank barrel you see in the game is from the old allied Light Tank that was cut before release.
That is true for the Lasher, yes. They are speaking about the Flak Track (HTK), to my knowledge. Which does in fact have a barrel, in local.mix:
Spoiler (click here to read it):
As you can see, Atomic_Noodles is probably correct; in practice, this barrel seems useless, and might well be a leftover from a beta or such. QUICK_EDIT
Just checked it again and while it does show in-game it looks misplaced and residual. If anything you are better off changing it to suit your mod (I.E: HMGs or adding in a dummy voxel entry for it.) _________________ ~ Excelsior ~ QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Wed May 17, 2017 7:59 am Post subject:
Instead of HMGs, why not use the Flak-Cannon (of the Flak-Track) to become a long range Non-explosive mortar, and still needs Flak Shells for ammunition. Having Anti-infantry weapons on early access units (T1 units) is a bit too O.P. if you'd ask my way of Balancing YR _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Well, MO added the HTK's HMG... But I never thought of giving it a mortar! _________________ 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.
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Fri May 19, 2017 11:33 am Post subject:
More Voxels Remade!!
That Destroyer I edited, IDK who made it first, but it's Osprey was from Jem...
I'm pretty sure I beaten G-E's Construction Excavator Remake
The Firetruck and the Excavator's are original...
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Allied Destroyer, might end up in my Public Voxel Pack Release...
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Firetruck, I used Remap Colors, I think 'Remapabble=no' tag should work...
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Construction Excavator
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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 Fri May 19, 2017 11:37 am; edited 1 time in total QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Fri May 19, 2017 11:47 am Post subject:
Eh, maybe the Destroyer won't get released, it's too unfinished... _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
IIRC Remapable= tag doesn't work on RA2, but not sure.
*checks modenc*
Yup.
ModEnc wrote:
Remapable has no effect in either Red Alert 2 or Yuri's Revenge (as demonstrated by its inclusion in the Tesla Coil's art entry). It is always treated as if it is set to "yes". This is most likely just a simplification of logic; if something doesn't use remapping, it just won't use the remap colors.
Eh, maybe the Destroyer won't get released, it's too unfinished...
Truly? It looks quite awesome to me, based on the .gif (I assume?) you put here! I don't really know how much it differs from the actual Destroyer, but still, it seems to be of good quality. QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Fri May 19, 2017 2:37 pm Post subject:
...okay, then I'll ask, do voxels only use a specific palette? (unittem.pal?)
And, nlspeed, thanks for the support, I was thinking of adding that to a future Voxel Pack of mine, but I think I borrowed too much (from that guy who made the voxel base, and A_N who made the Osprey), I'll try to improve the turret, if I fail, I'll just make it into a Battleship, with rotating turrets. I'll try to finish it, at the very least... _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
...okay, then I'll ask, do voxels only use a specific palette? (unittem.pal?)
Yes, voxels can only have one palette and unittem is the default one (essentially). _________________ "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: Sat May 20, 2017 2:06 am Post subject:
Thanks for the Answer, but what do you mean by "Essentialy"? _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Thanks for the Answer, but what do you mean by "Essentialy"?
Essentially, as in: It uses a .vpl including a lighting profile and palette IIRC, in which the palette isn't exactly the same as unittem and it's 8-bit instead of the usual 6-bit. But disregarding all that, the colors are similar enough. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Having changed the vpl not just to suit the new palette (colour locations are different) but also in lighting intensity, means my voxels render differently in game. So even where I may use the same exact tonal ranges for a voxel, I have to paint them differently to take advantage of the new lighting versus RA2's vpl...
Once you start messing with palettes, you have to learn all new tricks
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Sat May 20, 2017 9:46 am Post subject:
Oh, how did you replace the vpl for the viewer? Anyway, beside that, do the No-unlight colors work? I tested them in-game, and it ended up being pink for some reason
And, what specific palettes do RA2 infantry use? All Theater palettes? _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Instead of HMGs, why not use the Flak-Cannon (of the Flak-Track) to become a long range Non-explosive mortar, and still needs Flak Shells for ammunition. Having Anti-infantry weapons on early access units (T1 units) is a bit too O.P. if you'd ask my way of Balancing YR
The Flak Track already had Anti-Infantry Damage in Vanilla. That was the weird thing with Flak Weapons in Vanilla they were supposedly effective against Infantry and Aircraft only. I liked MO's and RA3's approach where Flak Weapons are mainly Anti-Armor/Anti-Air. So at its core the Flak Track just got an aesthetic update on its Anti-Ground Weapon. It still used the Flak Cannon when attacking Air Units. _________________ ~ Excelsior ~ QUICK_EDIT
Truth be told, both the vanilla Flak Track and the Sea Scorpion's weapons look like mortars in my view.
That was a good suggestion, Nuclei. In fact, here's my take on them:
In my personal mod, I changed their weapons into the real thing -- both Soviet units wield medium automortars that fire five shells before reloading for about five seconds.
I based it off the 82mm Vasilyek automortar. Strong against infantry, mediocre against buildings and useless against armor.
I kinda planned both the Sea Scorpion and the Flak Track as low-tier artillery units that can deal with soft targets like infantry and light vehicles.
As for air units they use stronger Flak rounds with bigger smokepuffs, as the Allied aircraft and helicopters are quite durable in my mod.
I also liked MO's flak-n-MG weaponset for the Tigr and the Halftrack, but I decided that I would not imitate it. I like my weapons unique. _________________ "You call THAT armor?" - German Tank Destroyer
A lover of large tank battles. Nothing satisfies me better than many tanks brawlin'. QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Sat May 20, 2017 3:44 pm Post subject:
Atomic_Noodles wrote:
NucleiSplitter wrote:
Instead of HMGs, why not use the Flak-Cannon (of the Flak-Track) to become a long range Non-explosive mortar, and still needs Flak Shells for ammunition. Having Anti-infantry weapons on early access units (T1 units) is a bit too O.P. if you'd ask my way of Balancing YR
The Flak Track already had Anti-Infantry Damage in Vanilla. That was the weird thing with Flak Weapons in Vanilla they were supposedly effective against Infantry and Aircraft only. I liked MO's and RA3's approach where Flak Weapons are mainly Anti-Armor/Anti-Air. So at its core the Flak Track just got an aesthetic update on its Anti-Ground Weapon. It still used the Flak Cannon when attacking Air Units.
Well, Flak Shells are really damaging to infantry IRL, and the mortar I meant has MinimumRange, so that it'll need to back off before attacking , that would balance the damage advantage by running away, and hopefully fall into a trap, due to it's stupid Pathfinding, by selecting routes that DIDN'T have a trap... _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat May 20, 2017 9:40 pm Post subject:
NucleiSplitter wrote:
More Voxels Remade!!
That Destroyer I edited, IDK who made it first, but it's Osprey was from Jem...
I'm pretty sure I beaten G-E's Construction Excavator Remake
The Firetruck and the Excavator's are original...
That's Orac's destroyer from https://ppmforums.com/viewtopic.php?t=30971. The rest look good regardless. I like that firetruck. _________________ "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
Eh its all up to player design. I intended them to be Anti-Armor/Anti-Building anyway as its provides the Soviets also their means to combat bases in naval combat. The Sea Scorpion would have fulfilled the same role of Destroyers in terms of fighting against Ground Targets. And Flak Weapons in my mod are still the same somewhat in design where they fire slower but deal more damage (due to splash).
Hrmmm when did I release a Osprey Voxel?
Also if you haven't noticed yet the Flak Weapons on the bigger units in MO are more like Auto-Cannons instead of the bulky giant ones in the vanilla. (They were remnants from beta when the Flak Cannon was supposed to be Allied - Refer to the almost same style as the Grand Cannon, Yellow Rivets on the base and the Statue of Liberty Picture) _________________ ~ Excelsior ~ QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Sun May 21, 2017 5:31 am Post subject:
It's your Cleaned up Osprey, from Build/Version 1 of CW... (Definitely not going to release it anytime soon... _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Progress will be slow as I try to get ready for High School, but here is a remade, probably still heck a ton boxy, Double Decker London Bus...
The damn Tires are terrible, I know...
This voxel reminds me of Midtown Madness's bus.
https://i.ytimg.com/vi/h2RfV1ermSQ/maxresdefault.jpg _________________ 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 .
QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Fri May 26, 2017 1:43 am Post subject:
Well, I did base it slightly with a real London Double Decker Bus, it took me a few hours for the recolor, and the red is different because I changed the pallete a bit... _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri May 26, 2017 5:00 am Post subject:
The detail level is weird especially with the back door. The bottom should be elevated with a layer, this would stuck on the first bump as-is.
The wheels actually aren't bad. The end result might be a bit small for RA2 as-is though.
This suffers mostly due to the lack of shading though. _________________ "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
MadHQ's buggy turret and mevitar's trike body. _________________ 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 .
QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Fri May 26, 2017 1:02 pm Post subject:
That's pretty much the whole combination of M.O.'s Speeder Trike, I'll use 'em in my mod as Scatter Trike, at least it wasn't ripped _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
That's pretty much the whole combination of M.O.'s Speeder Trike, I'll use 'em in my mod as Scatter Trike, at least it wasn't ripped
scatter trike? name it scatter tri-buggy at least _________________ 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 .
QUICK_EDIT
It looks quite good! The only thing I would perhaps change is the colour of the brown deck, but that is purely a personal opinion. Well done! QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Wed May 31, 2017 3:24 am Post subject:
Well, if I could, I'd make it dual barreled, but it would break the ASW code if I make it turreted. (Turning turrets) _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Then add another barrel to the ship's front! (I think that's what Augusto meant...) _________________ 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.
The only bug you'll really get when making the Destroyer Turreted is the Osprey will launch out of thin air or land on air instead of its landing pad. The Spawn Location is affected by Turrets and since the Destroyers Cannon is so far up front you'll also have to use TurretOffset which further amplifies the Osprey launching not from its pad.
But if you're fine with this visual bug its otherwise totally fine. _________________ ~ Excelsior ~ QUICK_EDIT
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