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#76 Sgt. Nuker

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Posted 17 July 2007 - 04:08

Your seamless walking animation kicks huge amounts of face. The music bit was a nice touch. Reminds me of how the mechs in Mech Warrior move. You definately have a gift, and patience that Ghandi would be jealous of. Vengence, you're the man.


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#77 Vengence

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Posted 17 July 2007 - 04:34

Thanks :P
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#78 Judgement

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Posted 18 July 2007 - 05:27

Im curious now, Can you give us a scale as too how this will look in game for CNC3?(not necessarly show it, but give us some insight as too how big they will be in game).

Edited by Judgement, 18 July 2007 - 05:28.

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#79 Nexolate

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Posted 18 July 2007 - 06:19

Yeah, I'm interested in how big they'll be.
Maybe a little bit less than Avatar-size, otherwise they'll be a lot of big bulky, objects on screen. =/
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#80 Vengence

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Posted 18 July 2007 - 14:16

I read that the Avatar is 9 meters tall. A White Star is about 8-10 meters tall if I can shake the fact that the cockpit seems small. The Blue takes a 12 meter stance, a fair bit taller NOT including the wings BUT including the pods. Lastly for now the Dark Star is a grizzly 18 meters tall. Twice as big as an Avatar and definitely much more macho. However given that CNC3 has entire warships in the game that are no bigger than a street block I suppose some rescaling for the sake of gameplay can be made. After all controlling big units can get tough. However the Templar Knight mechs are considerably taller given that they are humanoid. Maybe 4-5 meters taller BUT since they aren't hunched over they would logically take up less room.

I forgot, the White and Blue Stars are pre-equipped with a jump ability and the Blue has flight and hover capability. If cities prove to be challenging, have them jump or fly over the buildings. As for the Dark Star, here is an old saying: "True Daleks don't climb stairs, they level the building." Dark Stars shouldn't limit themselves to streets if they can level the buildings and run right through if you can afford the reduced cover.

EDIT: Despite how large the Dark Star is, I must mention that it is NOT the largest mech in the game. Yes there is a unit a fair bit larger.

Edited by Vengence, 18 July 2007 - 14:17.

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#81 Nexolate

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Posted 18 July 2007 - 14:31

Maybe you could code the game's default Zoom to a higher level so you can get more in?
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#82 Vengence

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Posted 18 July 2007 - 15:06

Perhaps but that would display more polygons on screen and may slow down computers. And besides, mechs aren't the only thing you have. At most I expect 15 on screen at the same time and maybe dozens of tanks.
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#83 Nexolate

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Posted 18 July 2007 - 15:41

Ah, that makes more sense. Sort of like the Elite Generals of the battlefield? I like it.
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#84 Vengence

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Posted 18 July 2007 - 17:39

Elite Generals? Another possible course is to rescale things quite a bit, or just do what Generals did: Make infantry as big as tanks.
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#85 Nexolate

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Posted 18 July 2007 - 17:42

The leaders, you know what I mean?
Like the MII was for the GDI in Tiberian Sun, but more.

Edited by Nexolate, 18 July 2007 - 17:42.

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#86 Vengence

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Posted 18 July 2007 - 18:40

Well... not 100%. I do have a few things like the mammoth. The mechs so far are more like regulars compared to these 'leaders'. And that does not include hero units.
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#87 Vengence

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Posted 25 July 2007 - 17:02

It takes cool pictures and videos to keep a mod alive I think. Here is a some new progress on Blue Star:

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This unit is officially completed in terms of static visuals. The base map, normal map, and shine map are all exported and applied. Ready to go ingame. I decided to have it RUN in the field rather than skid all over the place.

Here is some oldies I haven't touched in a while. Several units lined up for a scale TEST. Some objects aren't correctly to scale but this is my general idea of the scaling of these units.

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As I said before the Dark Star is HUGE. As for you tank fans, you should be pleased to know that tanks aren't overly dwarfed here. The Jackal is quite big and strong too.

I forgot I had this. I made a fighter a while ago too with variable geometry wings that swing inwards. Chances are I will drop that feature since this jet already looks too much like something from Ace Combat.
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Edited by Vengence, 25 July 2007 - 17:17.

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#88 Kris

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Posted 25 July 2007 - 19:34

View PostVengence, on 26 Jul 2007, 1:02, said:

It takes cool pictures and videos to keep a mod alive I think. Here is a some new progress on Blue Star:

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This unit is officially completed in terms of static visuals. The base map, normal map, and shine map are all exported and applied. Ready to go ingame. I decided to have it RUN in the field rather than skid all over the place.


Hmmmm...The model is to shiny, So shiny that it looks like someone covered it in paper mache' :wahhhhhaa:

Also:
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SORRY!!!! I Can't resist in posting this!!11 :wahhhhhaa:

...Yeah, The brown texture i used in the render is my own work. He gave me the model and so for fun, I poked the texture and re-skinned the entire thing. The texture is still not finished tho.. :stickattack3:

Edited by Chris, 25 July 2007 - 19:50.








#89 Jazzie Spurs

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Posted 25 July 2007 - 19:36

:D :???:

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#90 Vengence

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Posted 25 July 2007 - 20:14

Indeed but you have no animation. It is useless to you :stickattack2:
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#91 Kris

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Posted 25 July 2007 - 20:19

View PostVengence, on 26 Jul 2007, 4:14, said:

Indeed but you have no animation. It is useless to you :stickattack2:


Nah, I could use it for texturing practice :D







#92 Judgement

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Posted 25 July 2007 - 20:43

lol @ Chris

Brilliant :D
ALso on a side note(not to be rude and dont take this offencively) but I like Chris's texture a bit more than yours.
it just looks more feasible and less futuristic. And seems like more detail :\

actually I think its because of the shine. Ya it is the shine. Its too much shine for mere mortal eyes.

Edited by Judgement, 25 July 2007 - 20:44.

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#93 Nexolate

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Posted 25 July 2007 - 21:44

No offense to chris, but atm it looks like a Sand-Mech with a Cockpit. :D
Vengence's is way better imo.
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#94 Sgt. Rho

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Posted 25 July 2007 - 22:19

DESERT CAMO FTW!!!1111!!SHIFZ+11!!one

#95 Vengence

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Posted 26 July 2007 - 03:43

Hmm, well I did brighten up the shine maps :wahhhhhaa: . And they do kinda hide the camo... Well the SDK is comming soon, better start reskinning and maybe remodel some old stuff. I confess this: The blue star has 400 more polygons than the dreaded Dark Star. That must be fixed.
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#96 Kris

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Posted 26 July 2007 - 05:18

View PostNexolate, on 26 Jul 2007, 5:44, said:

No offense to chris, but atm it looks like a Sand-Mech with a Cockpit. :D
Vengence's is way better imo.


I don't mind, Everyone have there own taste in color and camo. I just made the texture and the render for fun. :D
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#97 Comr4de

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Posted 26 July 2007 - 05:28

:D

In any case its just experience, just like anything else the more you do it, the better you get :D Looking great to both of ya!

SWR Co-Lead | Texture Artist | Modeler | Level Designer | Fan of all things Awesome
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#98 Vengence

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Posted 26 July 2007 - 05:55

You are strangely good at skinning.... Btw, the Blue is nowhere near as large as that@

Edited by Vengence, 26 July 2007 - 05:55.

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#99 Kris

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Posted 26 July 2007 - 06:04

View PostVengence, on 26 Jul 2007, 13:55, said:

You are strangely good at skinning.... Btw, the Blue is nowhere near as large as that@


Thats what happen if I'm Seriously bored while in a artistic mood. As for the scale, I just imported the Battlemaster But its downright puny so i had to scale the battlemaster a little bigger and as for the mech, I didn't rescaled it. Thats the original model size you gave me. :D







#100 Nexolate

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Posted 26 July 2007 - 06:16

Yeah, Chris. Atm it just looks like the base for a camo you know?
If it had more detail like full Camo, or even Digital Camo, it'd probably look better imo.
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