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 PostPosted: 12 Apr, 2009 
 

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what is this stupid story. I don't see how that describes its looks xD


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 PostPosted: 12 Apr, 2009 
 
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Perry class

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UEF
T1
Close to medium range seabased artillery-support

Stronger than the normal frigate and slightly more firepower than the cruiser, but lacks adequate AA and sensors.


Heron

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UEF
T2
Anti-naval/anti-air support

Equipped with a light torpedo launcher and light AA-cannons, weaker than both the torpedobomber and the T 2 fighter/bomber
(maybe T1?)

TPG-A

Image

UEF
T1
Naval power generator

Generates more power than the standard generator, but is more cotsly and has no adjacency-bonus

NHPG-5

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UEF (Earth for the win! :D)
T3
power generator with a massive energy output

see above

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 PostPosted: 12 Apr, 2009 
 
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nhpg look pretty cybran, it got the same style as their t2 power gen

:D

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 PostPosted: 12 Apr, 2009 
 
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Wecome Spiderbot!

Perry
nice overall design, but the description leaves me thinking it'd have coller/bigger guns, right now it just feels lie a frigate gun with a longer barrel.

Heron
Its a cool design, but maybe not UEF-ish enough, they seem to either make merged body/wing designs for loosly base thier designs off modern day stuff(Torp bomber and T3 Scout are evidence of thing IMO.)

Still a neat design thought. Anda T1 Torp bomber would be kinda cool.

TPG-A
No real issues with this one honestly.

NHPG-5
I have to agree with Vimes on this one, it shares too many design elements with the Cybran T2 (and T3 to a degree) Power Generators, it shouldn't take much extra work to swing it fully inot Cybran or UEF territory thought.

Mike

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 PostPosted: 12 Apr, 2009 
 

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Spiderbot, chose a new image host; those adverts are soooo annoying! PhotoBucket works a treat, and they never delete your pictures.

on then subject of the NHPG-5; it's cool looking model. but it is far too Cybran. i'm probably going to say it's largely because of it's fundamental hexagonal shape; something the UEF do not have at all.

i honestly thought you had a render of one of the many Cybran colony buildings.

[EDIT:] make sure you keep that one intact; that may make a very nice special unit for a survival map, or something similar.

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 PostPosted: 29 Apr, 2009 
 

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Moved as requested (Mike) Thanks Much-ly.

Hi everyone..

as the subject surgests this is a unit im going to release
seeing as ive asked millions of questions and
havent actually realeased anything yet
i thought id start by releasing this...

its a uef T1 land scout.. (or it will be)

this unit will be fast it wont have much armour nor will it have uber fire power.. infact its arsenal will be quite pathetic... (2 small front facing lasers.. but dang its going to be fast with a good range for intel.. hence its sleek shape.. it will also be a hover unit..

no name yet but i am thinking about it..

so here it is... gimme your critique good or bad..

Image

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 PostPosted: 29 Apr, 2009 
 

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in my opinion the tail rounds off a bit too much for a uef unit, mabe flatter with a spoiler on the back, my humble opinion


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 PostPosted: 29 Apr, 2009 
 
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@Domino - It's not bad, but UEF aren't known for hovering vehicles. I even think their Engies shouldn't be able to cross water, but that would cause balance issues. I would suggest comparing it to the blocky and thuggish look of the other UEF land vehicles and tailoring it to suit. If you do keep it hover then make it have a poor turning circle or something to that effect to show it's like a prototype hover for the UEF...


Well here is my T1 Scout unit. It got a name last night and is now called Icarus. Just importing to Max now to work out how to add effects (contrails etc...) and texturing. Here's a couple of pics of the unit:

Image

Image

Image

Let me know what ya think :)

BTW its Faction independent at the moment. I am planning a lot more units, but as I can't promise anything yet, I am not saying much more. The unit itself is 212 Poly's.


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 PostPosted: 30 Apr, 2009 
 
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Domino;
Doesn't really look UEF, at all saddly.

UEF units(Especially tanks) tend to look like they are made of lots of smaller and blocky shapes.

Now the basic shape you've got is okay, just need to swing it from the school of Aeon design over to the School of UEF Design.

Kaerar;
Saddly there isn't much to critique, you haven't set a specific faction for this and we don't have anything to go on as far as matching the style. Also it being a scout, theres no weapons or anything we can work with.

All we can really say is that it looks flight worthy! xD

Mike

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 PostPosted: 30 Apr, 2009 
 
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OrangeKnight wrote:
Kaerar;
Saddly there isn't much to critique, you haven't set a specific faction for this and we don't have anything to go on as far as matching the style. Also it being a scout, theres no weapons or anything we can work with.

All we can really say is that it looks flight worthy! xD

Mike

It's setting the stage for the rest of the Air force ;)

There is a strong level of cohesiveness in the designs I have for the other units, and if possible a whole faction, but until I get a few more models complete it won't be very apparent. I am toying with a few changes for some of the other aircraft to differentiate them from other factions and each other, but the scout is pretty much set in stone now and is the basis for the others :)


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 PostPosted: 30 Apr, 2009 
 

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Hi everyone,

Thanks for the comments.. ill adjust the back end a little originally i had the guns "holdings" come out of the back and loop round onto the top.

@Kaerar yeah your unit looks cool.. good job :) regards to contrails and effects and stuff these are done in game with your units script.. not in max..

btw not only the engie hovers uef also have a amphibious tank.. this hovers... ;) so its not like im taking a tech from another faction and making a uef unit do it... making the turn arc big/slow on a hover unit doesnt make sense.. i made it a hover unit for the purpose of speed and fast turning.. also with it being a scout i think it should be able to cross water.. :)

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 PostPosted: 30 Apr, 2009 
 
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Domino wrote:
@Kaerar yeah your unit looks cool.. good job :)

Thanks :)

Domino wrote:
regards to contrails and effects and stuff these are done in game with your units script.. not in max..

In max you need to have the points defined for the contrails, exhaust etc...
Otherwise how will the script know where to emit these effects from ;)

In Rhino I cannot add these points at the moment and still export as an OBJ file to Max.


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 PostPosted: 30 Apr, 2009 
 

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ahh the dummy helpers.. :)

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Domino.
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 PostPosted: 30 Apr, 2009 
 

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Hi everyone..

Here is an updated version to my uef T1 scout..

ive ditched the hover version and gone with a tank track version..
ive also squared off alot the faces.. and adjusted the back end slightly..

you cant really see it but the tracks are actually inside the side panels

i personally like the shape of the front.. so wanted to keep that..
im also thinking about having dual lasers on the top of the unit then they can rotate and stuff.. this will also break up the long wide body...

so ... without further a do.. what do you think..

Image

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 PostPosted: 30 Apr, 2009 
 
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Personally I think a small frontal turret behind the cockpit section on the roof to contain the laser would be the best thing. Easy to at and relatively low poly, considering it's a T1 scout. Looks a lot better with the tank tracks. Would be cool being a proper amphibian too (like the brick rather than the aurora).


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 PostPosted: 30 Apr, 2009 
 
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Domino,
I liked the idea of the hover and thought your reasoning made sense. That being said, this tank version looks promising. The main thing that strikes me right now is that the front end hangs awfully low for a tank that's not also used for plowing snow. :)

So I think that part needs to ride a little higher and be pulled back closer into to the body. I think you can still keep it pretty low profile and do that. It would also allow greater field of vision for the two guns. But I like where you're going with it.

Kaerar,
Looks good from what I can see so far. It looks kind of a cross between Cybran and UEF. But if it's to be a new faction, the textures will have to really distinguish it from either one. Maybe shiny like Aeon but angular/blocky like Cybran/UEF would be a distinct direction.


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 PostPosted: 30 Apr, 2009 
 
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Yeah in the texture direction I was thinking a simple Silver and Gun Metal texture would go nicely with the FA colours (except with the Black and White faction colours). I didn't want the single tone of the other factions as that makes things a little too simplistic. The model direction is very much a cross between Cybran and UEF while attempting to be distinct from both. I am writing a back story to the faction at the moment and there may be a few memories stirred :D


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 PostPosted: 30 Apr, 2009 
 
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OrangeKnight wrote:
Domino;
Doesn't really look UEF, at all saddly.

UEF units(Especially tanks) tend to look like they are made of lots of smaller and blocky shapes.

Now the basic shape you've got is okay, just need to swing it from the school of Aeon design over to the School of UEF Design.

Still fits with this one I'm afraid.

Mike

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 PostPosted: 16 May, 2009 
 
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Domino: things that go fast (i.e Scouts) go not generally have large, long tank treads on them like that. Tank Treads are designed for all-terrain and turning on a dime, not speed. So maybe get a nice pair of wheels in there? Or possibly some smaller tank treads, like a miniature Fatboy.

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 PostPosted: 11 Jun, 2009 
 
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Meet the Balrog! This is a sneak preview of the newest addition to the UEF ground arsenal for the 4th Dimension mod. Finally UEF commanders don't have to cower and retreat in the face of Monkeylords, Collosae, or Crab bots or Chicken bots. Finally they have their own Behemoth to make their enemies mutter "Oh sh@t!!...here it comes!" This lumbering beast is built to stroll into your base and vomit destruction upon you.
Armed with the newly developed Magma Cannon, which is still shrouded in secrecy, it has been observed in a few remote skirmishes strolling away from enememy bases that seem to have been melted into a hardened lump of basaltic rock...completely unrecognizable from their remains.

It is also equipped with forward chain guns and lateral plasma batteries.
Also reported but unconfirmed are hidden anti-air and anti-ground missile platforms. It is known that this unit is amphibious but is not clear what kind of underwater capabilities it might possess. UEF weapons testers are furiously testing and refining all of its subsystems so that 4th Dimension UEF commanders can utilize this demon of destruction in battle as soon as possible.


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Here is a leaked clip of a an ambulatory Balrog:

http://www.youtube.com/watch?v=zRHIiev1VQk


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 PostPosted: 11 Jun, 2009 
 
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Holy sh*t! I might have just soiled my pants. That model rocks.

On a second note, not sure how massive that thing is but I'm hoping the walk animation isn't too fast to make it look like it tears itself apart :D.

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 PostPosted: 11 Jun, 2009 
 
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Looks great, sounds great, all great :)

One suggestion is that it looks a tad too Cybran-ish, maybe making it a bit more blocky would help.

Overall though, great :D

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 PostPosted: 11 Jun, 2009 
 
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Kirvesnaama wrote:
Holy sh*t! I might have just soiled my pants. That model rocks.

On a second note, not sure how massive that thing is but I'm hoping the walk animation isn't too fast to make it look like it tears itself apart :D.


The animation in-game is much slower. I used a 40 frame cycle in Max because I've noticed that longer cycles actually translate into choppier animations in the game engine. I have a theory as to why but won't go into that. Anyway, I doubled it to 80 before rendering but it still is too fast for a unit this size. But not to worry, it's just a demonstration animation. Maybe I'll render it again to move more slowly.

Grimm said:
Quote:
One suggestion is that it looks a tad too Cybran-ish, maybe making it a bit more blocky would help.


I think that is somewhat because of the angle. The back is pretty blocky but I can see what you mean. Hopefully the texturing will remove that impression for you.


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 PostPosted: 11 Jun, 2009 
 
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I was thinking more the claws look too... well... claw ish, maybe if they were more large (think of a bear) and blockish

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 PostPosted: 11 Jun, 2009 
 
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that is one neat looking pieace of model

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