What I mean is that in the screenie it looked as if it was about to fall backwards, and that the back set of tracks might look better two voxels further back. Though this smaller ass model looks pretty good... I'd like to see it ingame with the previous Disruptors. Last edited by Orac on Sat Jul 03, 2010 8:49 pm; edited 1 time in total QUICK_EDIT
I had my sites set on the Hover MLRS. IDK though. Too bad I can't make good shps
Another huge issue is the Mammoth Mark II...
wtf... y = 300, z = 200, x = 75.... :0 _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Ask one of the proficient 3d artists whether they'd mind 'donating' a Mammoth MK2 SHP?
Questions, Questions, Questions...
I might do some of the Nod voxels, should I go entirely on the concept/renders, or try something else, like try making the nod voxels match into what can broadly be called a style? QUICK_EDIT
Stingerrr once made a huge Mammoth Mark II voxel for his mod (Tiberian Sun mk II ), and he allowed all the material for public use, if given credit. You could edit that.
Btw, I did a Nod buggy, and am now working with the bike, in case you're interested. _________________
Here is a lil sum'n sum'n I've been working on. I will definately release these to the public since there are no good GDI specific E1s. I might redo the combat medic, engineer, jumpjet, and disk thrower too.
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I've done a Stealth tank, but I'll try polishing it and give it some hand-painted-normals before unveiling it - all I can really say now is that it's pretty close to the renders I've seen QUICK_EDIT
well, the quality of the gif is very bad. I did a mass convert with third party software, so it looks like poo. But it does look nice ingame. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Anyone interested in reigniting the flame? I feel a voxel surge coming now that I am back in school. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
I've begun working on the models that will be used for buildings. I don't know if I want to unwrap them and make super good textures, or just color splat them. If I texture them, they will be useful for cameos as well.
On a side note, should I do the infantry with the exact same animations as they have in TS? Or enhance them? Cause some of them look rather stupid....
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On a side note, should I do the infantry with the exact same animations as they have in TS?
At least make sure they have the correct shadows. Not that infantry, buildings and voxels all have shadows pointing in different directions. _________________
and you don´t need to stick with 6 attack frames...make something like 12 _________________ just a simple logo by bricks @ raminator, on Flickr QUICK_EDIT
the rear track is too short by 5 cells FS try and and extent it backward, because as soon as your disruptor fires it will fly backwards dew to the recoil _________________ Link to a document to see what mods i have and/or working on or working with
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the rear track is too short by 5 cells FS try and and extent it backward, because as soon as your disruptor fires it will fly backwards dew to the recoil
I would have thought that not needing to dampen recoil would be an upside of the sonic tank concept. QUICK_EDIT
the rear track is too short by 5 cells FS try and and extent it backward, because as soon as your disruptor fires it will fly backwards dew to the recoil
I would have thought that not needing to dampen recoil would be an upside of the sonic tank concept.
it would lead to inaccurate shots (death to civilian,death to friendlies waste of ammo, body getting bogged down in mud when fired, targeting impaired)
these are the negative traits associated with small tracks on big tanks that are too heay for them.
when they are close together and/or not spread the tanks weight, weight in real terms the vehicle would weight about 20 ton with armor plates. it be fine if the tank was always on the road but anywhere else,no.
the main weight would be on the rear track all 15 tons of it the other 5 ton is the front. meaning this baby has one heavy ass, so it needs a biger rear track to cope with the big load. its newtons law. lol _________________ Link to a document to see what mods i have and/or working on or working with
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This isn't a regular tank we're talking about. The Disruptor has no recoil.
Crimsonum@ True but it whould need a cool down time that is same like a recoil, i see you don't do your homework On energy vs heat physics.
Most but not all metal matter generates heat, when subjected to intensive energy to power a big weapon like that, would need a big power supply on board the tank, weapon with all its power to generate the sonic wave would have to be huge and weighty.
Not to mention if the tank fired for long periods the power supply would over time overheat and the machine would blow up, with out a recoil. _________________ Link to a document to see what mods i have and/or working on or working with
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weapon with all its power to generate the sonic wave would have to be huge and weighty.
This has nothing to do with recoil.
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Not to mention if the tank fired for long periods the power supply would over time overheat and the machine would blow up
Again, this has nothing to do with recoil.
I said before that the dimensions are wrong on this Disruptor, but even if it was like this, it could work in theory (assuming sonic weaponry like this exists). All the engines and what-not can be placed closer to the front, the rear pair of tracks is there only to support the dish. _________________
I'm fairly sure the TS FMVs don't have recoil on their disruptors. Not to mention I don't see how recoil would be possible here on such weaponry, considering the dish merely sends out waves of "sonic" energy. The energy isn't forced out of a barrel like tanks. QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Fri Jul 02, 2010 5:03 pm Post subject:
m7 wrote:
I'm fairly sure the TS FMVs don't have recoil on their disruptors. Not to mention I don't see how recoil would be possible here on such weaponry, considering the dish merely sends out waves of "sonic" energy. The energy isn't forced out of a barrel like tanks.
But with all that energy it might just be powerful enougth to force atleast the turret back when firing (i liked the idea of when the beam hits something it pushes the disruptor back a bit [aka re-coil] untill the sonic beam manages to break threw the armour of what it is firing on), but yea the videos didnt show any re-coil, ingame thought i thought the turret moved slightly but perhaps that was either just me or bad vTS vxls and/or hva anims _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
Stop Crapping my topic about silly things. Sonic disruptors use FREQUENCY to literally shake things apart, so why would there be noticeable recoil in the vehicle?
Anyway, here is the beginning of the Nod Stuff
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Sub APC and Buggy /w wrong turret
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Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Fri Jul 02, 2010 5:18 pm Post subject:
They look nice but the red imo looks like it could be a bit more varied.
Edit: whoops i lost part of my last post was going to say the GDI vxl look a bit cartoony but none the less very good _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
Along with Pepzi i certianly wouldnt mind seeing it in LKO's TS 2.5 wen its released with the hyper patch (although i know TS 2.5 is mainly bug fixes) _________________ QUICK_EDIT
I am going to remodel and render all of the TS infantry eventually. It will be much easier that way. Recoloring is a slow and boring process. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
...Half of PPM will want to sleep with you, the other half will beg you for their mods by the time this is done. XD _________________ Victory! QUICK_EDIT
Well, all of the TD:R infantry are rendered. I don't think it is that difficult. And matching Westwoods crappiness with infantry is actually quite easy. But, I don't intend on playing the matching crappiness game. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
There is no such thing as collective cooperations.
Anyway, I've said this to everyone who's recreated the GDI tech center: Don't. It is hideous in its own right, instead recreate the beta tech center (I trust that you can find a pic of it yourself). _________________
I was going to add that in as a separate building. If you can find any other buildings that I don't know about, I will probably redo them too. The dropship bay is a definite candidate. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
As of this point and time this mod is strictly a vanilla FS remaster modification. Everything fundamentally stays exactly the same or as close to it as possible. Will I remake the Cut Comm? Absolutely, it would be stupid not to. Will I put it in a primary release? Probably not, as I plan on having this be as INI free as possible. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
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