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[RA2] Dozen of vehicle
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unknown_men
Cyborg Soldier


Joined: 09 Apr 2015
Location: Vi?t Nam

PostPosted: Mon May 06, 2019 3:25 pm    Post subject:  [RA2] Dozen of vehicle
Subject description: Voxel work
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My first works <3

List of asset:
Allied APC
Allied Light Tank (3 versions)
Allied Medium Tank (2 versions)
Allied Railgun Tank
Allied Ranger
Allied Repair Vehicle
Allied Interceptor
Soviet Heavy Tank (3 versions)
Soviet Assault Tank
Soviet Mammoth Tank

Note: The image contain only Light Tank (alpha) and Heavy Tank (alpha).



SCRN.20190507-222210-00444.png
 Description:
Ingame looking: Light Tank (alpha) and Heavy Tank (alpha)
 Filesize:  310.9 KB
 Viewed:  7492 Time(s)

SCRN.20190507-222210-00444.png



free assets.rar
 Description:
Here!

Download
 Filename:  free assets.rar
 Filesize:  446.25 KB
 Downloaded:  311 Time(s)


Last edited by unknown_men on Thu Aug 15, 2019 7:17 am; edited 2 times in total

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon May 06, 2019 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

heh, nice tanks!

Tho, the barrels are too close to one another on the Soviet tank, in a similar fashion to MO's tank.

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Creator
AA Infantry


Joined: 15 Aug 2017
Location: Somewhere in Viet Nam

PostPosted: Mon May 06, 2019 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice, keep up the good work

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Mon May 06, 2019 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any ingame pic?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue May 07, 2019 12:01 am    Post subject: Reply with quote  Mark this post and the followings unread

I've just renamed the topic (actually inverted subject with description and added a [RA2] on it).

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue May 07, 2019 6:19 am    Post subject: Reply with quote  Mark this post and the followings unread

|THIS THREAD|  | IS |  |WORTHLESS|   |   WITHOUT   |    |IN-GAME|
     || Very Happy ||          ||Very Happy     ||Very Happy Very Happy||        ||Very Happy|| ||Very Happy||            ||Very Happy

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue May 07, 2019 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

-



SCRN.20190507-064951-00434.png
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SCRN.20190507-064951-00434.png



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twistedconversion
Rocket Infantry


Joined: 23 Feb 2019
Location: Egypt

PostPosted: Tue May 07, 2019 11:33 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
-


Ew, its barrels are bugged in-game.

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unknown_men
Cyborg Soldier


Joined: 09 Apr 2015
Location: Vi?t Nam

PostPosted: Tue May 07, 2019 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know barrel file isn't work exactly ingame when they was in voxel viewer, I also don't know my voxel is too little, now I just delete barrel file and draw barrel inside turret, may that take a while.

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twistedconversion
Rocket Infantry


Joined: 23 Feb 2019
Location: Egypt

PostPosted: Tue May 07, 2019 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

unknown_men wrote:
I don't know barrel file isn't work exactly ingame when they was in voxel viewer, I also don't know my voxel is too little, now I just delete barrel file and draw barrel inside turret, may that take a while.


What if you view the barrel with HVA builder? all voxels related to it will be viewed too so you can view all of its voxels in one screen.

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Guest
Guest




PostPosted: Tue May 07, 2019 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

What was viewed with HVA Builder are same as what viewed with Voxel Viewer

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Tue May 07, 2019 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Side of the soviet one's skirt and allied one's turret is a little too bright. The shape itself is quite good.

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KnownUnknown
Vehicle Driver


Joined: 16 Apr 2019

PostPosted: Wed Jun 05, 2019 5:21 am    Post subject: Reply with quote  Mark this post and the followings unread

There are VERY good for a first try, they have a very nice realistic shading and details which is hard to come by these days (everything is exxagerated in the RA3 style)

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Anon East
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PostPosted: Tue Jun 11, 2019 9:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Why you make stupid big tanks?

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Thu Jun 13, 2019 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

The tanks aren't "Stupid big," and they can be easily resized down a slight bit in HVA Editor, though they don't need much.

@unknown_men Just for grins, I went ahead and touched these up a bit for you. A couple bits of constructive feedback:

1) The normals were not great, which is what led to them looking a bit grainy in game and appearing to have the infamous "black dot syndrome." My advice for this: Whatever you do, do not use tangent plane when you auto-normalize. Use either Cubed or Influence normals, I recommend Influence but some old school folks around here will swear by the old cubed engine. In my experience, they both produce similar results. RA2 range is fine but I tend to go higher for extra smoothness. 7.82 is usually my sweetspot for providing smooth normals without slaughtering your CPU.

2) The main body colors. The tanks appeared very bright in game because you colored the tanks with a gradient starting with a dark color near the bottom treads and going to a brighter color every 2 layers. This meant the bottom of the tank was about the right brightness, but by the time you got to the top of the body/turret, you were using nearly the brightest color in the set. You don't need to do this sort of color gradient in the editor-- normals will take care of that sort of lighting for you. In fact, it's exactly that reason that your tanks appeared so bright in the in-game screenshots, the combination of you increasing brightness and the normals increasing brightness produced way too much bright.

3) Other colors. Avoid using colors 240-255. These are special colors in the palette designed for SHPs to have bright sections that glow on dark maps (in other words, they don't adjust their brightness according to ambient light). By default, voxels can't use these colors, which just appear as big splotches of pink ingame unless you download a special VPL. All of those colors can be replaced with nearly identical colors elsewhere in the palette.

Take a look at these and let me know what you think!



tanks.PNG
 Description:
 Filesize:  155.79 KB
 Viewed:  6695 Time(s)

tanks.PNG



Tanks.rar
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Download
 Filename:  Tanks.rar
 Filesize:  32.3 KB
 Downloaded:  141 Time(s)


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unknown_men
Cyborg Soldier


Joined: 09 Apr 2015
Location: Vi?t Nam

PostPosted: Fri Jun 14, 2019 2:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Virgil wrote:
Side of the soviet one's skirt and allied one's turret is a little too bright. The shape itself is quite good.


KnownUnknown wrote:
There are VERY good for a first try, they have a very nice realistic shading and details which is hard to come by these days (everything is exxagerated in the RA3 style)


WoRmINaToR wrote:
@unknown_men Just for grins, I went ahead and touched these up a bit for you. A couple bits of constructive feedback:

1) The normals were not great, which is what led to them looking a bit grainy in game and appearing to have the infamous "black dot syndrome." My advice for this: Whatever you do, do not use tangent plane when you auto-normalize. Use either Cubed or Influence normals, I recommend Influence but some old school folks around here will swear by the old cubed engine. In my experience, they both produce similar results. RA2 range is fine but I tend to go higher for extra smoothness. 7.82 is usually my sweetspot for providing smooth normals without slaughtering your CPU.

2) The main body colors. The tanks appeared very bright in game because you colored the tanks with a gradient starting with a dark color near the bottom treads and going to a brighter color every 2 layers. This meant the bottom of the tank was about the right brightness, but by the time you got to the top of the body/turret, you were using nearly the brightest color in the set. You don't need to do this sort of color gradient in the editor-- normals will take care of that sort of lighting for you. In fact, it's exactly that reason that your tanks appeared so bright in the in-game screenshots, the combination of you increasing brightness and the normals increasing brightness produced way too much bright.

3) Other colors. Avoid using colors 240-255. These are special colors in the palette designed for SHPs to have bright sections that glow on dark maps (in other words, they don't adjust their brightness according to ambient light). By default, voxels can't use these colors, which just appear as big splotches of pink ingame unless you download a special VPL. All of those colors can be replaced with nearly identical colors elsewhere in the palette.

Take a look at these and let me know what you think!


Thanks for big adviced and fix work. And yes, I was used 240 - 255 in 2 voxel for tank light lamp for make sure they glow up but i test and see nothing.

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