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ZoidZilla
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Joined: 16 Apr 2008

PostPosted: Tue Jul 15, 2008 8:27 pm    Post subject:  Update Thread Reply with quote  Mark this post and the followings unread

Update, 07.15.08:

New Vehicle:

Prowler Light Tank

The Prowler was the first vehicle that was invented after the GDI (Z.O.I.D. wasn't founded yet) has reorganized. Its a very light, cheap and easy to produce vehicle. Ideal to fill up the extrem decimated GDI tank divisions. Later Z.O.I.D. uses the Prowler as support vehicle for infantry, heavy tanks or mechs. The old GDI version had an very silent electro enigine, which gave the tank his name. The Z.O.I.D. version is propelled by a quite loud tiberium fueled engine.


Class: Light Tank
Cost: 800
Weapon: 90mm high velocity cannon
Strengths: Fast, good vs light vehicles, good vs infantry.
Weaknesses: Light amour, weak vs buildings, weak vs heavy vehicles.







The vehicle design is based upon a concept sketch by gabor.

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Tue Jul 15, 2008 9:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep,very awsome. Very Happy

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 15, 2008 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

The ingame version looks shorter and wider than the render preview. It isn't bad but for my taste a bit too boxy.

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ZoidZilla
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PostPosted: Tue Jul 15, 2008 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
The ingame version looks shorter and wider. than the render preview.
Yea, but I rally dunno why. I try to fix that.

Quote:
It isn't bad but for my taste a bit too boxy.


Mhh, I think it looks very 'GDIish', it also has the same design features like the Support Artillery, which makes it more consistent. I added already some details.


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CCHyper
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PostPosted: Tue Jul 15, 2008 11:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looking nice mate! Good Job.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 15, 2008 11:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

ZoidZilla wrote:
Mhh, I think it looks very 'GDIish', it also has the same design features like the Support Artillery, which makes it more consistent. I added already some details.

no no, the concept and renders are perfect. It's just the ingame version that has the boxy style (same width and length; height is ok)

If you get it ingame a bit narrower it would be perfect there too.

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ZoidZilla
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PostPosted: Tue Jul 15, 2008 11:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I try it at the moment, but at don't understand why it becomes so wrong after the conversion.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Wed Jul 16, 2008 12:03 am    Post subject: Reply with quote  Mark this post and the followings unread

check the header of the voxel file.
It's long ago i worked with a voxel, but i think there was a x y and z min/max value that defines the width/height and length of the unit. Maybe this has to be adjusted.
If a voxel is 40 voxel long the min and max value should be -19 and +19 so you don't get black holes.
Maybe your width value should be done smaller this way.

You should also take a look on original voxel units and check their header. They used some kind of 0.833 value as voxel dot distance iirc, so this should be on your unit too to avoid black holes.
Iirc the voxel dot distance changed sometimes in VSEIII, even if i didn't touched this, so just make sure this fits.

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ZoidZilla
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PostPosted: Wed Jul 16, 2008 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread



Maybe you spot no difference, but it feels much better now in-game. The vehicle also comes with a new weapon/warhead and sounds.

@LKO.
Have you repaired your computer?

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daTS
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Joined: 18 Feb 2005
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PostPosted: Wed Jul 16, 2008 3:08 am    Post subject: Reply with quote  Mark this post and the followings unread

what exactly is the Zone Container for?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jul 16, 2008 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread

ZoidZilla wrote:
Maybe you spot no difference, but it feels much better now in-game. The vehicle also comes with a new weapon/warhead and sounds.

could be still a bit thinner imo. Maybe you should simply scale down the width in 3dsmax to 80% and convert it again into voxel. At least the ingame version counts, not if there were any ugly tricks necessary to achieve a good result.

ZoidZilla wrote:
@LKO.
Have you repaired your computer?

No, not yet. It indeed works now, but i have to change again some hardware. The graca gets too hot after a while and i get those nasty waveclass errors, so i hope a new graca will fix this.

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ZoidZilla
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PostPosted: Wed Jul 16, 2008 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
ZoidZilla wrote:
Maybe you spot no difference, but it feels much better now in-game. The vehicle also comes with a new weapon/warhead and sounds.

could be still a bit thinner imo. Maybe you should simply scale down the width in 3dsmax to 80%


The funny is, thats exactly what i've done Wink. I try it again.

AntiHero wrote:
what exactly is the Zone Container for?


This is a frequently asked question. ^^

The 'zone container' is the old working-name for the 'Multi-Con' system.
The 'Multi Container System' is a feature of Z.O.I.D. It consist of four different containers that can be build as buildings and can be transported across the Map with a carry-all or orca lifter. Every container has is own ability like a weapon or sensory equipment. The one in the screenshot is a transport container, which can hold ten infantryman. This is my way to get an working orca transport. With this sytem you also can build a small forward base to support your troops.

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Last edited by ZoidZilla on Wed Jul 16, 2008 9:34 pm; edited 1 time in total

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Wed Jul 16, 2008 11:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh wow. That's extremely creative!

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Vefbl4
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PostPosted: Wed Jul 16, 2008 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Use .png.I also may agree that it may be a bit taller.

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ZoidZilla
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PostPosted: Wed Jul 16, 2008 12:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

VEFbl4 wrote:
Use .png.

Why? The same image as PNG would be almost twice as large.
Also the the JPEG fragments work as protection from ripping buildings right out of the image.

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Vefbl4
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PostPosted: Wed Jul 16, 2008 12:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:

JPEG fragments work as protection from ripping buildings right out of the image.


ZoidZilla, #Tongue .

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Lin Kuei Ominae
Seth


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PostPosted: Wed Jul 16, 2008 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

ZoidZilla wrote:
Lin Kuei Ominae wrote:
Maybe you should simply scale down the width in 3dsmax to 80%

The funny is, thats exactly what i've done Wink. I try it again.

don't scale the object! select all polygons/vertices or edges and scale them down. afaik, 3ds2vxl doesn't looks at the object parameters.

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ZoidZilla
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PostPosted: Wed Jul 16, 2008 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
don't scale the object! select all polygons/vertices or edges and scale them down. afaik, 3ds2vxl doesn't looks at the object parameters.


I know, I reduced the width by deforming the objekt, not with a full rescale.

Edit:



Better?

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Ordosherrscher
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Joined: 20 Nov 2007
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PostPosted: Wed Jul 16, 2008 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I perspnally like them more then the earlier version... Good job Smile

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ZoidZilla
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PostPosted: Thu Jul 17, 2008 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update, 07.17.08:

New Building:

Rocket-Sentry

Z.O.I.D. often uses sentry guns to protect the last settlements of humankind against looters and tiberian lifeforms. But the standart sentrys proved as not very effective against larger monsters like viceroids or tiberian rats (Rattus Tiberius) the guns regularly became eaten or destroyed. Another Sentry sytem was developed, which is mainly an automated rocket launcher. The new system is more effective against 'harder' targets. After Nod has became active again Z.O.I.D. changes the ammunition to anti-tank rockets and uses those sentrys to protect their bases from Nod vehicles.


Type: Base Defence
Cost: 220
Strengths: Cheap, very good vs light vehicles, still ok vs heavy vehicles.
Weaknesses: No armour, useless against infanterie and buildings.


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Lin Kuei Ominae
Seth


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PostPosted: Thu Jul 17, 2008 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

ZoidZilla wrote:
Better?

yeah, now this is what i call a cool tank. great job.

btw, you should cut out the imprtant part from the screenshots. then they don't get resized and it is easier/faster to see what you have done.

to your rocket sentry
does it also attacks AA? maybe you should merge the flarak and the rocket sentry to a mlrs turret that can fire AA and AG. (quite like the TD adv guard tower)
but nonetheless the rocket sentry looks good.

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ZoidZilla
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PostPosted: Thu Jul 17, 2008 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

btw, you should cut out the imprtant part from the screenshots. then they don't get resized and it is easier/faster to see what you have done.


Yea I can do so, mostly its laziness. ^^

Lin Kuei Ominae wrote:

does it also attacks AA?


No, I especially wrote a new projectile/warhead for it.

Lin Kuei Ominae wrote:

...maybe you should merge the flarak and the rocket sentry to a mlrs turret...


Mhh, I like the idea 'one building, one purpose'.
But I can use your idea for the multi-con sam. Smile


Lin Kuei Ominae wrote:

but nonetheless the rocket sentry looks good.


Thanks.

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Lin Kuei Ominae
Seth


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PostPosted: Thu Jul 17, 2008 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

i see right now that the flarak and your sentry guns have a quite small shadow. even if it doesn't moves with the turret you should at least add a shadow to the base building that roughly resembles the silhouette from the turret.

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ZoidZilla
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PostPosted: Fri Jul 18, 2008 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Jaja, erst Zuckerbrot dann Peitsche.^^

The flarak will be redone sometime, then I will fix the shadow. I think I can also add some pixels to the sentry shadows. But those things have low priority at the moment. I try to make everything as good as possible (for me), but if I put too much effort in every little thing. TF will never be finished or even released.

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Morpher
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PostPosted: Fri Jul 18, 2008 5:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey, some excellent work and graphics I'm seeing here, good luck for this project, I'll be watching! Wink

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ZoidZilla
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PostPosted: Fri Jul 25, 2008 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update, 07.25.08:

New Vehicle:

Dollhouse Air Defence

'Flying isn't that fun anymore if someone spits a thousand rounds per minute at you'

The LATTV-22 was already used in the second tiberium war. Mostly as light transport or scout vehicle. As the Hover MLRS became useless in cause of the more and more ionized atmosphere. Z.O.I.D. uses the LATTV-22 as base for a new Anti-Aircraft vehicle. The name was given by an famous Z.O.I.D. commander who said: 'its pretty to look at but easy to break, like a Dollhouse'.

Class: Air defence vehicle
Cost: 900
Strengths:Good vs aircraft, ok vs light vehicles, veinproof.
Weaknesses:Light armour, useless against buildings and heavy armour.

The vehicle was designed by Gabor and replaces the AA-kart.


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CCHyper
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Joined: 07 Apr 2005

PostPosted: Fri Jul 25, 2008 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice man, doing good Wink

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EVA-251
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Also Known As: evanb90
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PostPosted: Fri Jul 25, 2008 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks nice. No complaints.

Quote:
'Flying isn't that fun anymore if someone spits a thousand rounds per minute at you'

Too true, #Tongue

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ZoidZilla
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Joined: 16 Apr 2008

PostPosted: Sun Aug 10, 2008 3:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Finally the buildup animation for radar and command center:



Sorry for the rare updates, but I haven't much time for modding at the moment.

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Orac
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Joined: 11 Jul 2008
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PostPosted: Sun Aug 10, 2008 3:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Very nice, but such a small RADAR dish for such a large building. Reminds me of RA2's Allied Battlelab.
Beautiful work, I hope you finish this mod.

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PostPosted: Sun Aug 10, 2008 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Times of huge dishes are goes away.. welcome to the future.

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ZoidZilla
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PostPosted: Mon Aug 25, 2008 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update 08.25.2008:

New building/unit.

Multi-Con SAM:

Type: Mobile Defence System
Cost: 1200+ (for effective use, it also needs a Orca Lifter)
Strengths: Very good vs aircraft, good vs light vehicles, still ok vs heavy vehicles. Can be placed anywhere on the map if there is enough freespace for deploying.
Weaknesses: Expensive, useless against infanterie and buildings, extrem slow movement, needs Orca Lifter for transport.

The history of the Multi Container System:
After the 'Doomsday', that day the Nod rocket eliminated 80 percent of the humankind and turned the earth into a wasteland. The Tiberium slowly transformed the air and made it unbreathable for human beings and any other native liveform. Only mutants can breath the new air.
So people need and respirator and protective casing if they want to leave the settlements. If Z.O.I.D. sends soldiers or workers into the zone, they off course need a place for rest, for dining or to get some sleep. Z.O.I.D began to use mobile dwellings in form of containers that could be transported into field with a Carryall. Later on they also used containers with communication equipment or light defensive systems, this was the beginning of the modern Multi-Con System.

The Multi-Con System:
The MCS consist of various containers, mostly transport, defensive or comunication sytems. Which can be transported and placed accross the entire battlefield. The transport machine ist usually a Orca Lifter, a successor of the Carryall. Any MCS has is own energy supply. They have either a life support and filter system, or are complete remote controlled.
The armor is usually good.

Driving on ball bearings:
Every MCS container stands on four ball bearings. Propelled by a electro engine. This allows the vehicle to move in any direction but only very slow. So the container can be moved on small distances without the additional help from a crane or a lifter. This is very helpful in the zone.

The Multi-Con SAM:
The MCS SAM is a mobile rocked defence, once deployed it can attack aircraft and also ground units. It is good for protect forward bases.
Its more effective but not as agile as a Dollhouse, but way more expensive.

MCS SAM on the move:


Z.O.I.D. forward base:


Unpacked front:


Unpacked back:


Undeploying (animation):



Edit: Also a big thanks to LKO who gave me advice and answered my modding questions. A lot of modding questions. Thanks man.

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Last edited by ZoidZilla on Mon Aug 25, 2008 3:50 pm; edited 2 times in total

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Morpher
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PostPosted: Mon Aug 25, 2008 12:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very very promising work here Smile.

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Vefbl4
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PostPosted: Mon Aug 25, 2008 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's bigger then the simple Multi-Con System,well thats it. Very Happy

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ZoidZilla
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PostPosted: Wed Sep 24, 2008 6:38 am    Post subject: Reply with quote  Mark this post and the followings unread

I usually don't post WIPs in the update thread, but through the lack of updates in last time I will make a small exception. Very Happy

The Multi-Con Yard:

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ZoidZilla
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PostPosted: Sun Oct 12, 2008 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

WIP:


I think I will have way more time for TF in the next weeks. So I hope I can show more updates and progess.

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Vefbl4
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PostPosted: Sun Oct 12, 2008 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

well,its awesome.

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ZoidZilla
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PostPosted: Sun Oct 19, 2008 12:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Model is done:


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Roaches
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Joined: 16 Dec 2007
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PostPosted: Sun Oct 19, 2008 12:32 am    Post subject:   Reply with quote  Mark this post and the followings unread

Very Unique style I see here, looks like your focusing on GDI first. Keep up the good work Smile

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PostPosted: Sun Oct 19, 2008 7:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Excellent work buddy. Smile

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Ixonoclast
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PostPosted: Sun Oct 19, 2008 12:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm liking your Zone container idea.

Everyone can make a decent mod with good SHP's and voxels if they work hard enough.
Ideas however are an entire different matter, and you just came up with a great idea.

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ZoidZilla
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PostPosted: Sun Oct 19, 2008 3:01 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Gamingroach wrote:
Very Unique style I see here, looks like your focusing on GDI first. Keep up the good work Smile


Yea, I try to concentrate on one side first, so if the project fails I have at least one full working faction instead of two half baked ones. ^^

Quote:

Excellent work buddy.


Thanks man.

Quote:

I'm liking your Zone container idea.
Everyone can make a decent mod with good SHP's and voxels if they work hard enough.
Ideas however are an entire different matter, and you just came up with a great idea.


Thank you. Smile
I hope the MCS will work as well as intended.

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Last edited by ZoidZilla on Fri Oct 24, 2008 10:48 am; edited 1 time in total

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ZoidZilla
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PostPosted: Thu Oct 23, 2008 11:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update, 10.24.08:

New Aircraft:

ZRB-01 Kraken

The Zone Reconnaissance Bomber - 01 'Kraken' is Z.O.I.D's most sophisticated attack plane and the pride of the Z.O.I.D. Airforces. The Kraken was designed for low altitude attacks on Nod bases. As long as the weather is clear, the machine can handle the high ionisation with no problem. During the flight, the hull will be loaded electrostatically by the heavy ionized atmosphere. Like all Z.O.I.D aircrafts the Kraken absorbs this electrostatic energy and uses it for its own systems. This prevents the machine from electric discharges on the hull, which often causes malfunctions in the board-computer or other vital flight systems.

Class: Low Altitude Proton Bomber
Cost: 2000
Strengths: Good vs everything, Good Amour.
Weaknesses: Expensive, slow.

The Kraken is based on a unused Orca concept for Tiberian Wars.



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The Art Of Tiberian Fall

Last edited by ZoidZilla on Fri Oct 24, 2008 12:50 am; edited 1 time in total

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Oct 24, 2008 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I Love you're work Zoid. You're a talented Individual, It is a shame that you don't have a lot of time to work on this project, I'd love to see it get off the ground.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 24, 2008 12:45 am    Post subject: Reply with quote  Mark this post and the followings unread

wow, that's a cool unit. great work
ZoidZilla wrote:
This prevents the mashine from

machine Wink

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Fri Oct 24, 2008 1:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Cool, that's my favorite orca concept and it looks great, good job Very Happy.

Lin Kuei Ominae wrote:
machine Wink

did you call LKO? Laughing.

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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Mon Oct 27, 2008 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for all the nice comments. Smile

Update, 10.27.08:

New Aircraft:

GSV-02A Moray

Even three years after the Z.O.I.D. was founded, there was not a single working Fighter VTOL in the armament of the defence force. The attempt to use the well-tried Orcas in the high ionized atmosphere turned out into a real disaster and caused the death of several brave pilots. The need for air support was high. But although there was already a technology for absorbing electrostatic energy, this technology was yet to big and clunky to fit in a small fighter plane and was only used for bigger Carryalls, Transports and Lifter. Z.O.I.D. set a high priority into developing a new VTOL and so the Ground Support VTOL - 01 'Moray' was invented.
The Moray in named in GDI-tradition after a sea animal the 'Moray Eel' and was designed to support ground troops, flying patrols and to eliminate potential dangerous tiberium life forms out from a safe position.
The absorbed energy will be used for reloading the maincannon. The series '01' models had one big problem they often collected more energy as could be stored in the energy cells and the whole system overloaded itself. In order of this the machine suffered from massive malfuctions in the board electronics, this even could cause a crash-down of the entire machine. The problem is fixed in the '02' series of the Moray. The abundant energy turned into heat and exhausted through the rear thrusters. This, on the other side, turns the machine into cannon fodder for every heat-seeking weapon. The Moray (02A) is still in service and will mostly be used for defence operations.


Class: Ground Support VTOL
Cost: 900
Strengths: Good vs infantrie and light vehicles, needs no Heli-Pad for reloading.
Weaknesses: Weak armour, not very effective against buildings.

The Moray is based on a unused Orca concept for Tiberian Wars.


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The Art Of Tiberian Fall

Last edited by ZoidZilla on Wed Oct 29, 2008 1:06 pm; edited 1 time in total

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Tue Oct 28, 2008 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Heh, really nice.
The only thing I don't like about them, yeah both of them, is that they're based in the concepts I wanted to use for my own Orcas Laughing, I guess I'll need to search for different images for inspiration.

EDIT:
I think you should get some ingames in the default gold color, as I'm afraid that they'll look too golden Confused.

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ZoidZilla
Shrapnel Sniper


Joined: 16 Apr 2008

PostPosted: Tue Oct 28, 2008 11:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Machine wrote:
Heh, really nice.
The only thing I don't like about them, yeah both of them, is that they're based in the concepts I wanted to use for my own Orcas Laughing, I guess I'll need to search for different images for inspiration.


Hmm sorry, how about this concept?

Quote:
I think you should get some ingames in the default gold color, as I'm afraid that they'll look too golden Confused.


Yea, the gold remap don't really suit the Z.O.I.D. units, but they are not supposed to use the gold color at all, as the remap color for Z.O.I.D. is light blue or orange. Maybe I will change the settings of the gold remap to some kind of yellow.

I think I will post new screenshots until the end of the week. After the next LAN testplay.

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Tue Oct 28, 2008 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Laughing Don't worry, they're just concepts, easy to find. On a side note, I already made a 3D modeled orca based on that specific concept Laughing.

Also nice to hear that you won't be using gold as GDI's remap, as it kills a lot of detail on GDI units (like using black on Nod). Personally I prefer orange, as it fits with GDI, and is distinguishable enough from gold.

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