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Trans_C's Random WIP stuff
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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Sun Sep 11, 2016 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey at least you did a decent texture job honestly my level is way blew yours Smile

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Thu Sep 15, 2016 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Something fishy...



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malius123
Disk Thrower


Joined: 14 Aug 2010

PostPosted: Thu Sep 15, 2016 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

i'm really starting to enjoy your work, your style and actual content always pleases me greatly. the above unit looks great, is is preparing to fire weapons you havnt modeled yet or are they wrist blades. i only ask because there seems to be a muzzle flazh.

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Thu Sep 15, 2016 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Indeed

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Fri Sep 16, 2016 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

malius123 wrote:
the above unit looks great, is is preparing to fire weapons you havnt modeled yet or are they wrist blades. i only ask because there seems to be a muzzle flazh.


Well, I thought the psi-blade is a stupid idea and have abandon it.

Now it fires something(I have actually stopped making a mod so the GIF below is just to show how the ingame looks. )

This mech is made at the request of a fellow Chinese modder, and this time the texture quality is actually quite crappy, so I've decided not to release this mech for now. Maybe there will be a re-skinned variant released later.



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Natit_Titan
Grenadier


Joined: 20 May 2012

PostPosted: Fri Sep 16, 2016 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread



he is dancing Smile)

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Fri Sep 16, 2016 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

That giant tesla coil. #Tongue

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sun Sep 25, 2016 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, I'm now actually working for an upcoming YR mod called Revenge Now.
It'll get a moddb page in October, but its current status(largely unfinished campaigns, only in Chinese, and a lack of talented artists) means that it won't be released anytime soon.
Anyway, it still has some interesting stuff to see.



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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Sun Sep 25, 2016 8:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Awesome unit, good cameos. I loved.

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malius123
Disk Thrower


Joined: 14 Aug 2010

PostPosted: Sun Sep 25, 2016 1:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Trans_C wrote:
Well, I'm now actually working for an upcoming YR mod called Revenge Now.
It'll get a moddb page in October, but its current status(largely unfinished campaigns, only in Chinese, and a lack of talented artists) means that it won't be released anytime soon.
Anyway, it still has some interesting stuff to see.


you shouldnt put yourself down trans_c your one of the best "active" artists on here at the moment releasing content (shps) .and no doubt your mod will be great fun

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Mon Oct 03, 2016 10:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Soviet Siege Chopper (WIP, largely unfinished, still needs some more work)



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Last edited by Trans_C on Mon Oct 03, 2016 10:41 am; edited 1 time in total

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B.A.Znd
Rocket Cyborg


Joined: 14 Jun 2013
Location: Crazier's house

PostPosted: Mon Oct 03, 2016 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Amazing design!

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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Mon Oct 03, 2016 5:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks Awesome...

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Oct 03, 2016 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Haha what holds up the back when the thing rotates? Those blades and barrel would cut through any landing gear #Tongue

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Mon Oct 03, 2016 6:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow Very Happy

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Tue Oct 04, 2016 5:07 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Haha what holds up the back when the thing rotates? Those blades and barrel would cut through any landing gear #Tongue


How about this?



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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Tue Oct 04, 2016 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

In action.
It's a pity that simple deployer logic supports voxel only, at least in vanilla ARES. Thus it won't be released since no one will be able to use them...



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Oct 04, 2016 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

You should make the tail wing rotate back to the ground and split forming a tripod of sorts rather than some weird leg...

The current design is supported by two points, how would that work when you have a large rotational force in the middle? It would fall over and roll haha Smile

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Oct 04, 2016 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pretty sure OpenRA can support this as-is.

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Merophage
Grenadier


Joined: 26 Mar 2003

PostPosted: Tue Oct 04, 2016 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is awesome. You're very talented Trans_C.

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The_Hunter
Medic


Joined: 10 Nov 2004
Location: The Netherlands

PostPosted: Tue Oct 04, 2016 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

The attention to detail you put in your work is very admirable.

Keep it up Smile

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Wed Oct 05, 2016 12:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Pretty sure OpenRA can support this as-is.


Well, the mod i'm now working for utilizes a modified ARES version(private amateur stuff, somewhat unstable, may never be released in public) and it has a set of tags that supports shp vehicles much better(such as standing frames, etc), besides many other extended logics(like the health digits displayed above the health bar, bouncing projectiles, laser trail, transformation anims for operator-required vehicles and the damage-absorbing shield AE logics, all could be seen above in a GIF pic).
It even has a tag specially added in order to implement this siege chopper...

As for OpenRA, I have totally lost interest in it. It's far too unfriendly to those who don't have programming knowledge.(well...perhaps, people unable to code is not suitable to do modding anyway.)

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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Thu Oct 06, 2016 4:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Not sure where you get that impression. You should be able to create your mod just by editing some text files. Extending the engine with programming knowledge is optional. At the moment RA2 support isn't really production ready so I can understand that you may want to wait until it matures a bit.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Oct 06, 2016 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Trans_C wrote:
As for OpenRA, I have totally lost interest in it. It's far too unfriendly to those who don't have programming knowledge.(well...perhaps, people unable to code is not suitable to do modding anyway.)


No, it just requires a vastly different way of thinking, which is indeed hard to adjust to. And sometimes I feel that there are even people among the contributors who lack that mindset. So I can very well relate to it.

It's kinda easier to mod OpenRA if you don't think in WW terms and start anew. But no, people without programming knowledge can pick OpenRA modding up and ultimately do great stuff with it - Nolt and Astor are quite good examples (although true that I back up Nolt with some of my own coding additions, which reminds me sometimes how kenosis kept doing crazy things with LH_Mouse's NPExt).

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Oct 06, 2016 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Wouldn't changing the Unit to deploy into an actual building instead to utilize this new version?

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sat Oct 22, 2016 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

A flying carrier for Yuri.
Still WIP.



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Damfoos
Rocket Infantry


Joined: 27 Mar 2016

PostPosted: Sat Oct 22, 2016 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks somewhat Protoss-ish

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sat Oct 22, 2016 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Damfoos wrote:
Looks somewhat Protoss-ish


Now it gets darkened a bit.



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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Sat Oct 22, 2016 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks Awesome.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Oct 23, 2016 7:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Disk in fligh.... ah, I mean "Justice has come". Very Happy

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Sun Oct 23, 2016 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

ohh lovely Smile

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Thu Nov 10, 2016 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Re-texturing the allied mech.
Will be released this time.



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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue Nov 15, 2016 1:10 am    Post subject: Reply with quote  Mark this post and the followings unread

sweet things

i like idea how empty vehicles are darker
and when taken get "normal" light

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sat Dec 03, 2016 4:39 am    Post subject: Reply with quote  Mark this post and the followings unread

An Allied Battleship(?).
Still WIP
Someone has told me that it's hull shape doesn't look like a ocean-going vessel, so maybe it should be called "battleboat" or "monitor" or something?



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Dec 03, 2016 6:47 am    Post subject: Reply with quote  Mark this post and the followings unread

That hull design is for handling frequent medium sized waves, it helps stabilize the ship, although ice breaker vessels also use them oriented a little differently to help lift away the broken ice. Smaller/shorter vessels typically have the rounded keel-hull like the tugboat or destroyer in RA2 so they can ride large waves instead of crashing through them.

This is ironically one of the big concerns with the new Zumwalt destroyer, the triangular nose...  http://www.phisicalpsience.com/public/Tumblehome_Hull_DDG-1000/Tumblehome_Hull_DDG-1000.html

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sat Dec 03, 2016 11:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Some photoshop work.


G-E wrote:
That hull design is for handling frequent medium sized waves, it helps stabilize the ship, although ice breaker vessels also use them oriented a little differently to help lift away the broken ice. Smaller/shorter vessels typically have the rounded keel-hull like the tugboat or destroyer in RA2 so they can ride large waves instead of crashing through them.

This is ironically one of the big concerns with the new Zumwalt destroyer, the triangular nose...  http://www.phisicalpsience.com/public/Tumblehome_Hull_DDG-1000/Tumblehome_Hull_DDG-1000.html


Well, thanks. I don't know much about ships...



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EVA-251
General


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

PostPosted: Thu Dec 08, 2016 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

A little small (even for RA-verse proportions), not enough guns/armor for a battleship IMO

As it stands, it could easily pass for a cruiser. Depending on how big it is ingame, it could also pass for a destroyer. Shrinking the turrets and making them single guns could make it look even more convincing as a DD.

It's a very nice model though, I like the combination of a modern hull design with a gun-heavy weapon suite.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Dec 09, 2016 6:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I tend to agree with EVA, the ship is too small for the amount of guns let alone the size of guns, but visually it looks good. A more realistic look would be 1 large barrel gun turret (foremost) and two small 30mm guns for the others that could operate as AA-guns if needed.

Visually it looks like a littoral vessel, something that stays in coastal waters, or patrols between islands.

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Wed Feb 01, 2017 12:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Back to making stupid stuff.

Well, I've lost both the interest in that ship above and the 3dsmax files of it, so no further work on it.

Here is an boxy allied chopper.
...And some failed attempt at creating Allied-ish bulidings.
Btw, how to create arctic frames for buildings? I have no clue about it.

Maybe I'll make another infantry shp next time. Perhaps a certain Chaos Lord that takes away metal bawkses.



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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Wed Feb 01, 2017 10:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah buildings looks good but need to be add few deco, do you think to share soviet sniper ? Allied chopper looks interesting.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Feb 01, 2017 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

In the topic of arctic frames for buildings, WW hardly did more than paint white on top of the buildings, so any kind of thickness you add to it is better than what WW did.

If you want real looking arctic art, either go by experience or use a particle system that collides with the building and see where the particles go for effect and create icicles on overhangs and thicker snow ramping up to the sides.

Arctic art never made sense to me for player made buildings, since they're being freshly built, how is there snow?

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malius123
Disk Thrower


Joined: 14 Aug 2010

PostPosted: Thu Feb 02, 2017 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

your textures are so colourful and vibrant. good job

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Sun Feb 05, 2017 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Boxycopter, its design is good.

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Tue Feb 07, 2017 7:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks strange.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Feb 07, 2017 7:41 am    Post subject: Reply with quote  Mark this post and the followings unread

I know what this is.
This is an espresso machine. No, no wait. It’s a snow cone maker. Is it a water heater?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Feb 07, 2017 7:59 am    Post subject: Reply with quote  Mark this post and the followings unread

No it's obviously a punch-card machine with a Jacob's ladder...

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Feb 07, 2017 8:29 am    Post subject: Reply with quote  Mark this post and the followings unread

it is allied nuclear plant. Powered by NVIDIA,ATI and Intel

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Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself?

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Tue Feb 07, 2017 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Power Rangers !

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Feb 08, 2017 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

How do you make the ww-ish texture

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Thu Feb 09, 2017 4:38 am    Post subject: Reply with quote  Mark this post and the followings unread

More stupid stuff.
Battleship Re-Class from Kantai Collection.



re.gif
 Description:
 Filesize:  304.42 KB
 Viewed:  12545 Time(s)

re.gif



shipfucker.gif
 Description:
 Filesize:  104.24 KB
 Viewed:  12558 Time(s)

shipfucker.gif



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