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Dreadnought and sub
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KALAPS S8
Grenadier


Joined: 02 Aug 2012

PostPosted: Sun Nov 01, 2015 4:30 pm    Post subject:  Dreadnought and sub Reply with quote  Mark this post and the followings unread

Very Happy



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Nov 01, 2015 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

That must be the biggest Dreadnaught voxel I've ever seen.

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Sun Nov 01, 2015 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is beautiful.
Very nice shading.

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Nuke Atty
Cyborg Soldier


Joined: 07 May 2012
Location: Chungking,China

PostPosted: Mon Nov 02, 2015 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

nice size, I like it.

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Ricknewbie
Cyborg Engineer


Joined: 02 Oct 2015

PostPosted: Mon Nov 02, 2015 9:44 am    Post subject: Reply with quote  Mark this post and the followings unread

detail is cool ... there are fence and anchor too ... but, this voxel will overwrite preexisting, right? ... what if change the name, and add the new name to art.ini or artmd.ini .... so you can change the image of Dreadnought at Rules.ini, if you missing the elder one Laughing ... rather than removed/deleted from the directory ... hehehe

*** Art ***
[DRED]
Cameo=DREDICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=30,43,92

[DREDBIG]
Cameo=DREDICON ; up to you if you wanna create new one
Voxel=yes
Remapable=yes
PrimaryFireFLH=30,43,92 ; must be more than up there

[DMISL]
SpawnDelay=2;1
Voxel=yes
Remapable=no
CanBeHidden=no
;Trailer=DURASMOKE
;TrailerSeperation=50

[DMISLBIG]
SpawnDelay=2;1
Voxel=yes
Remapable=no
CanBeHidden=no
;Trailer=DURASMOKE
;TrailerSeperation=50

*** Rules ***
[DRED]
UIName=Name:DRED
Name=Dreadnought
Image= ; DRED or DREDBIG
Prerequisite=NAYARD,NATECH ; etc .....

[DMISL]
UIName=Name:DMISL
Name=Dread Missile
Image= ; DMISL or DMISLBIG
FireAngle=1
Strength=50
Category=AirPower ; etc ....


or, maybe you can duplicate/create the unit ...  specifically for missile, you should use the ARES to create new spawned missile  Wink

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Nov 03, 2015 5:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

IMO, the Dreadnought needs some work.

I'm guessing you double-sized it, then went in and smoothed out the blockiness. You did a good job with this, but there is room to add a ton of finer details- IE radar, antennae, secondary weapons turrets, CIWS.

Hull normals could use a little love, though I wouldn't blame you if you said "ztype it", because it is a time-consuming process to find the proper normals for a complex hull shape.

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Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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KALAPS S8
Grenadier


Joined: 02 Aug 2012

PostPosted: Wed Nov 04, 2015 12:05 am    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:
IMO, the Dreadnought needs some work.

I'm guessing you double-sized it, then went in and smoothed out the blockiness. You did a good job with this, but there is room to add a ton of finer details- IE radar, antennae, secondary weapons turrets, CIWS.

Hull normals could use a little love, though I wouldn't blame you if you said "ztype it", because it is a time-consuming process to find the proper normals for a complex hull shape.

Maybe later completed yet some details .
This alpha version dred for my mod .

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