Printable Version of Topic

Click here to view this topic in its original format

TiberiumWeb.org Community Forums _ The Graphics Fridge _ ARES BALTTLEMECH

Posted by: Vintriaz Dec 26 2006, 05:29 PM

Hello Everyone, I'm Vintriaz, Long time viewer(back when tiberium sun had not yet made the revora forums), new time member. For those of you that saw my comments on LKO's http://www.tiberiumweb.com/forums/index.php?showtopic=750, you will already know what I'm here about.

Last night I sat Down to work on the concept of the 125 ton Collosal class ARES omni-Battle mech.(by wizkid games for mechwarrior: Age of destruction) Took me about seven hours more or less. to craft the first & second Renders. tell me what you all think. ( & yes you may flame or burn me as you see fit. I realy don't mind on this one.)

Update: the original pics got deleted, sorry about that, So here was a redo of the original pics wacko.gif .

Posted by: ChielScape Dec 26 2006, 06:25 PM

where's the option "HELL YEAH!"?

Posted by: harv Dec 27 2006, 05:33 PM

i love this smile.gif, ingame will help me decide though

Posted by: Lin Kuei Ominae Dec 27 2006, 10:46 PM

it looks good and huge, still needs some work on the turret-model (cannons and stuff) but the walker section looks good.thumbsup.gif
I hope you get the hva animation work. That could be quite complicated because of the 3 legs.
At least it could be one opponent for the big http://www.tiberiumweb.com/forums/index.php?showtopic=674 voxel mech in the spotlighted vxl forum.

Posted by: Vintriaz Dec 27 2006, 11:36 PM

Well I'm glad to see such a positive feedback on this. I finished the chassis section last night. & started redoing the torso as well. the HVA anamation is going to be a nightmare fore me though. (newb at HVA's) I am planning to make this in several color scheemes as well. brown 2 (GDI which is shown) greyscale (NOD & civilian) allied (for lancil) & soviet (for Dovinican Republic)

Should I make the limbs as Barrels, multi-setions, or all one unmoveable piece(fused with torso)?

Also that Nemisis Mech is terrifying! Wonderfully done, but terrifying! even read my post on there. I think you'll get a small chukle out of it.

Posted by: lone wolf807 Dec 28 2006, 12:16 AM

it looks ummm...rather odd

Posted by: El_Serpiente Dec 28 2006, 12:44 AM

The legs are well done, very well done. With the weapons they should be, I think, either fused to the body or seperate sections

Posted by: Tobiasboon46 Dec 28 2006, 06:41 AM

Odd and amazeing at the same time!!!

Posted by: Vintriaz Dec 30 2006, 06:58 AM

Well I thought that it was time for an update so here's whats up. I started to remake the torso. as seen above, the first torso was prety weird so here is v2 still in the framework but most of what you see i did tonight. Also does anyone know if there is an official logo / emblem for the forgoten? Due to the size of this mech I figured that I would put the GDI, Nod , or forgotten symbol on the torso. Also when I finnish the torso then I'll go about making the walking animation for it. which hva editor should I use for that? the Generic HVA editor( one with four blue view frame boxes) or the O.S. HVA Builder?







In other news The projectile pack is comming along nicely same with the bird of prey, classic orca, Bealin fighter, & hail fire droid. all else is on hold for the moment.

off subject: am I the onlyone that uses different text style & color around here? just curious.



UPDATE:01\01\07

Well I managed to get back to the comp today to continue my work & heres the finnished torso as well as the shoulders & PPC arm. I'm in the process of resizing that arm due to making it too big as seen below so I'll soon be on to the walking delema.


Posted by: Gosho Dec 30 2006, 01:50 PM

Ingame before I say freaking awesome. tongue.gif

Posted by: ChrisIchikawa Jan 4 2007, 11:45 AM

This is the first BattleMech I've ever seen with three legs. Is MechWarrior: AoD a mod?

One more thing: Knowing that BattleMechs have so much weapons (trust me - I played MechWarrior too), how are you gonna fit them all?

Posted by: Robo fish Jan 4 2007, 03:17 PM

terrific battle mech you got here.

Posted by: Python Jan 4 2007, 06:46 PM

Vintriaz, your work is amazing! Welcome to TiberiumWeb! ^_^

Posted by: daTSchikinhed Jan 4 2007, 07:51 PM

QUOTE (ChrisIchikawa @ Jan 4 2007, 05:45 AM) *
This is the first BattleMech I've ever seen with three legs. Is MechWarrior: AoD a mod?

One more thing: Knowing that BattleMechs have so much weapons (trust me - I played MechWarrior too), how are you gonna fit them all?


Well, my assumption is that this is up to the coder of the mod, not the maker of the unit, and they would be using C&CVK's Extended Tiberian Sun engine, which allows up to 4 different weapons, as well as a few other things.

Posted by: Uufje Jan 4 2007, 08:59 PM

The mech looks awesome! smile.gif

Posted by: ORCACommander Jan 4 2007, 09:16 PM

s is way to frickin huge! scale it down man!

Posted by: cdmt Jan 4 2007, 09:31 PM

Vintrtiaz have you tried the mech out in-game? I think it would look better if you darken the inside of the cannon on the left arm so it pops out more visually. It looks nice so far. I would reccomend that you download the Hex mech and LKO's voxel mech and look at them in HVA Builder and in-game. You'll notice that various sections will disappear on the Hex mech this is because it's sections overlap causing them to disappear.

Name your legs sections anything you want except barl or tur. If you were to name any barl they would act like a barrel. When you use the HVA builder your model's sections will all be clumped in the center. When you move them use Voxel offset not HVA Position. Then place each section to establish the mechs starting stance. You might want to look online to see if you can find any three legged mech animation and maybe get some clay or playdo just so you can visualize where each section needs to move. Also to make it easier click on view in hva builder and set the depth to a smaller negative number so it willl zoom in a bit so you can see it better. Once you have every piece set for its starting stance click on add frame so you have a new frame with all the pieces still where you set them. In this frame and every other frame you'll start to move each piece slightly from the previous stance til you get a walking animation. Use at least 20 walking frames.

Posted by: harv Jan 4 2007, 11:24 PM

i really like it but make it darker

Posted by: Vintriaz Jan 5 2007, 01:45 AM

QUOTE (ChrisIchikawa @ Jan 4 2007, 04:45 AM) *
This is the first BattleMech I've ever seen with three legs. Is MechWarrior: AoD a mod?

One more thing: Knowing that BattleMechs have so much weapons (trust me - I played MechWarrior too), how are you gonna fit them all?


Age of Destruction (formally known as Dark age) Is a tabletop/board game using miniatures. Kinda like Classic Battletech, but with a click-dial base (all of the unit's ingame stats printed on the dial)

I've been collecting it for the last two years now. It's quite fun, kinda like a souped up version of chess.


QUOTE (Python @ Jan 4 2007, 11:46 AM) *
Vintriaz, your work is amazing! Welcome to TiberiumWeb! ^_^


Well thank you python, glad to be here as a member now. ^_^

Oh Could get either you or one of the other administrators/ Moderators, to move my malstrom series craft post to the graphics frige section as well? the overall responce I got from it tells me that I shouldn't have posted it there. I think this is where I'll be posting most of my work. thanks. :blushing:


QUOTE (daTSchikinhed @ Jan 4 2007, 12:51 PM) *
Well, my assumption is that this is up to the coder of the mod, not the maker of the unit, and they would be using C&CVK's Extended Tiberian Sun engine, which allows up to 4 different weapons, as well as a few other things.



Well you got that one on the dime. thank you.

QUOTE (cdmt @ Jan 4 2007, 02:31 PM) *
Vintrtiaz have you tried the mech out in-game? I think it would look better if you darken the inside of the cannon on the left arm so it pops out more visually. It looks nice so far. I would reccomend that you download the Hex mech and LKO's voxel mech and look at them in HVA Builder and in-game. You'll notice that various sections will disappear on the Hex mech this is because it's sections overlap causing them to disappear.

Name your legs sections anything you want except barl or tur. If you were to name any barl they would act like a barrel. When you use the HVA builder your model's section will all be clumped in the center. When you move them use Voxel offset not HVA Position. Then place each section to establish the mechs starting stance. You might want to look online to see if you can find any three legged mech animation and maybe get some clay or playdo just so you can visualize where each section needs to move. Also to make it easier click on view in hva builder and set the depth to a smaller negative number so it willl zoom in a bit so you can see it better. Once you have every piece set for its starting stance click on add frame so you have a new frame with all the pieces still where you set them. In this frame and every other frame you'll start to move each piece slightly from the previous stance til you get a walking animation. Use at least 20 walking frames.


I haven't seen it ingame yet myself. & as soon as I can get my mod to work, I'll post an ingame pic for everyone. Realy? overlap = vaporize huh? thank you. learn something new everyday. Each leg & foot section has their own specific name so that I could keep everything strait as I made it. I aslo kinda figured that it would need somewere between 20 & 50 frames. I have 3 of the actual figure shown & from it I figured out how it walks. one step at a time. no wonder why it only has a speed of four. {(insainly slow unit) probly speed of 3 0r 4 in TS} :confused:

QUOTE (harv @ Jan 4 2007, 04:24 PM) *
i really like it but make it darker


with out a doupt it is a tad bright. I have to agree with you on this one... & when I get around to the nod recolor, It will be dark grey. But not black. tongue.gif After all I don't want to look like I'm using your style of crafting. bangin.gif

-----------------------------------------------------------------------------------------------------------------------------

Well as I said to robofish earlier in pm, I have been remaking the shoulders, PPC arm & am now on to the last arm/ the claw arm. yucky.gif but the voxel making isn't the bad part. it's the HVA''s I'm afriad of.boxed.gif

Well I hope to have another update, as well as some new criteria on here soon.biggrin.gif

Posted by: Tobiasboon46 Jan 5 2007, 11:37 PM

Dark gray for NOD? Check WW voxels and LKO's NOD mech shapes for colour schemizes.See the large gradient in the pallete? Well use from black to the middle colour,understand?? Hope so...
Any way...Spotlight when finished!! OK,gotta say it...

Posted by: ChrisIchikawa Jan 6 2007, 05:38 AM

QUOTE (daTSchikinhed @ Jan 5 2007, 03:51 AM) *
Well, my assumption is that this is up to the coder of the mod, not the maker of the unit, and they would be using C&CVK's Extended Tiberian Sun engine, which allows up to 4 different weapons, as well as a few other things.


I see. That would be a good help to Vintriaz.

QUOTE (Vintriaz @ Jan 5 2007, 09:45 AM) *
Age of Destruction (formally known as Dark age) Is a tabletop/board game using miniatures. Kinda like Classic Battletech, but with a click-dial base (all of the unit's ingame stats printed on the dial)

I've been collecting it for the last two years now. It's quite fun, kinda like a souped up version of chess


That would mean BattleTech dates quite some time back. I only played MechWarrior and its MechCommander series on PC. Anyway, kudos to your innovativeness! ^_^

Posted by: Vintriaz Sep 4 2007, 01:13 AM

Ok hello again everyone I just re began work on this today. & I did a quick tweak to the first arm for the right. I do plan on Enhancing the colouration on it, as well as having variants for each faction. each faction that i make it for will have a differant right arm or arms. An idea that struck me today as well actually. So here is my ideas so far for the arms:
GDI: double cannon & disruptor (perhaps a multiple RPG luancher instead?)
NOD: double laser & Guass rifle (thought about a nuke luancher)
Mutant: double Tiberium shard cannons & troop acommadations for 20 (if i do decide to craft a mutant one.)
------
Factions from my mod:
Lancil: twin double pulse lasers
dovinican Republic: double rotory auto-cannon & Multi-rocket

--------
I will change the backs of the arm cannons for each weapon to ensure that they apeare as to what they should be. So the disrupor & double cannons won't have those funky heat sinks on them or at least not to the same degree as the double lasers. Any ideas are welcome as always.



Off topic: Ok since I've been gone for a while I've returned to see all these sub-signitures about ZENO. What happened? I assum that either this person(s) is either ill or severly injured. could someone fill me in please?

Posted by: Team Black Sep 4 2007, 03:11 AM

Unfortunately, http://www.ppmsite.com/forum/viewtopic.php?highlight=xenos&t=14978 no2.gif

Posted by: z Sep 6 2007, 12:04 PM

Poor Xeno indeed. :(

That mech looks delicious indeed. ut have you tried it ingame yet?

Posted by: Vintriaz Sep 6 2007, 04:16 PM

Cancer, Such an evil creature. I've lost several friends & relatives to it. so i'm familliar with it's appatite for pain & misery. cry.gif bye2.gif crybaby.gif

No, I just had to reinstall TS the other day..*sigh*
Anyways I'll see if I can get this to work for ingame I haven't done anything on this since my last post, still trying to finnish
forgoten Realm.

Posted by: Vintriaz Sep 7 2007, 04:10 AM

-WARNING. MASSIVE UNIDENTIFIED OBJECT DETECTED.-

"RUN AWAY!"



Well this is it. I've finnaly got the TS engine to co-operate. I had to leave the files in the sun folder instead of TS/LOCAL.mix I hope that is why it's so choppy. pinch.gif

QUOTE
Also, ever since I saw this calender posted, I've been considering making this 125 ton Collosal class Ares mech as a voxel. What do you guys think?( I figure That if I do, It'll be as big or larger than the core defender.)
HA! I WAS RIGHT! NOW BACK TO THE LABRATORY WHERE MY MADNESS FOREVER BLOOMS!

QUOTE
Also does anyone know if there is an official logo / emblem for the forgoten? Due to the size of this mech I figured that I would put the GDI, Nod , or forgotten symbol on the torso.


I'm still waiting for an answer on this one, so I thought that I might bring it up again.

Posted by: Corsair Sep 7 2007, 11:33 PM

That looks great, shame the shadow doesn't work right :(

Posted by: TSHyper Sep 8 2007, 03:32 AM

WOW dude... this goes head to head with Area52's Nemesis voxel! Its nice to see someone with awesome voxel skills and a real passion for it too.

Posted by: Vintriaz Sep 9 2007, 02:17 AM

Hey, of first off I know the camo isn't done, but I couldn't remain paitient so here is an idea of what the dark nod camo version will look like. The 2 reasons why this one does not have a shoulder mounted missle luancher is: 1.the guass rifle & it's ammo weight restrictions, 2. a stealth generatator, or at least a cloaking device. wacko.gif

Nod Ares Dark (TS?) NARES2




Nod Ares Classic (C&C1) NARES1


Soon I will be on to the walking animations for a second time, I had about 12 frames done, but I went too fast on trying to make the frames & have to more or less redo them. What frames that I had done, were done back in january? I think thats correct but I can't recall for sure. Anyways, Ingame-screnes to come, & possibly an octopus pizza as well.

As always, Constructive critisism & random ideas is very much welcomed on this one. Just slap me with a trout & I'll be fine, Ready to hear what all of you have to say. grand or ill.

Posted by: Ghost742 Sep 9 2007, 02:29 AM

looks very nice but its a bit too big i mean the MKll looks like its in the same weight class and this thing is 4 times bigger.
other then that kudos man

Posted by: Vintriaz Sep 10 2007, 04:09 AM

QUOTE (TSHyper @ Sep 7 2007, 08:32 PM) *
WOW dude... this goes head to head with Area52's Nemesis voxel! Its nice to see someone with awesome voxel skills and a real passion for it too.

I was hoping that you were wrong on this one, but turns out that you were right... frighteningly right.

Posted by: Cvejk Oct 18 2007, 02:17 PM

So how is the progress on this awsome mech going...anything new?

Posted by: Nintyuk Oct 18 2007, 06:11 PM

Yes how is this coming along?

Posted by: Corsair Oct 21 2007, 03:55 AM

He's been a bit busy lately but I do think its pretty much finished

Seems like it unsure.gif

Posted by: Vintriaz Oct 22 2007, 11:42 PM

Well Sorry to say that I do not have any new progress to report since my last update post. I haven't even been on the comp lately. But I plan to get back to some of my labeled projects soon. I have quite a few other things going on still. The primary things to be done on this project are as follows:

1. Finnish coloring & texturing. I think I'll leave some gaps in the torso for better contrasting.
2. Finnish HVA Files. I'm going to have a few more whacks at this before I surrender & hand my progress over to someone else.
3. Beta Test. I think I may remove/merge some voxel sections together to make this more user friendly. but this is only a concept so far.

Posted by: xyver81 Feb 24 2008, 12:04 AM

Sorry for the Uber Bump (Its me first post here in TibWeb). That is an awesome mech you have there Vintriaz. I was just wondering, where would you post this cool baby once you finished it? Good luck on finishing it, we're looking forward to its release.

Posted by: Team Black Feb 24 2008, 12:45 AM

A just question, I think..

Posted by: Vintriaz May 9 2008, 11:54 PM

Well, hello again everyone sorry for being gone for so long, & i appologize that I'm not going to be around for a while yet, all kinds of things going wrong with the house & i gotta fix them all. Especillay since my new room-mate won't even take out the trash.

But anyways, this post is to anwser a question i recived a while back about how the ARES moves & i happened to find a video about a week ago on You-Tube. In it shows the Ares & an Atlas-7D walking side by side. I'll say it walks much like i imagined but with an extra step or two. So this will make the HVA walking file even larger/longer but should not pose much trouble. if anything it should make things easier when I get the chance to continue my work & I have a few new projects planned now as well so I hope to post new material soon.

As for the link here it is:
http://www.youtube.com/watch?v=DWQKQHmzQyQ&feature=related
Sorry but it has no audio just to let you know.

Posted by: Scorch May 11 2008, 01:03 AM

I've never seen you post while since I became a member!

Anyway, I've never seen this but I am DROOLING. I love it, so when do you plan to release it?

Posted by: Cvejk Jul 24 2008, 01:13 PM

How is it going...any progress...or is this project dead?

Posted by: Vintriaz Jan 23 2009, 11:02 PM

Unfortunely i haven't been able to give an update in a while due to the server being down. The only News i can Bring you today is bad news i'm sorry. My computer containing all of my voxel data was killed by spyware, i assume a spy seriff program. My computer died about the same time as TibWeb went down. what's worse is i didn't have any of this data backed up on another disk either. I do have hopes that When i get a new O.S. for the fresh hard drive that i recived, that i can then download some programs to help wipe out the bugware off of the old drive & retrive my data. Untill then, yes, this project is more or less dead. Again my appologies everyone.

Posted by: Vintriaz Nov 20 2009, 01:53 AM

Good News! I finally got my computer resurrected & my data backed up last night.
Now for the bad news, I'm in the process of packing up to move though, so i don't know if I'll get to work on & Finnish any of my projects for a while, so i may just post the work in a few days instead depending on how things go...

Posted by: Orac Nov 21 2009, 06:49 AM

Interesting...

Good luck!

Posted by: Scorch Nov 22 2009, 06:46 PM

Topic is over three years old..
It's nice to see it with a little life. tongue.gif

Posted by: Cvejk Nov 30 2009, 01:04 PM

rolleyes.gif hehe...nice to see this great voxel is finally under construction again...

Posted by: Vintriaz Dec 27 2009, 03:24 AM

well well now that i got a chance to get on the net again, i think I'll post this. there are some issues though. first off, the HVA is incomplete. i just don't have the patience & skill for a model like this. so sadly it's up to someone else to succeed where i have failed, over & over again. also, part of the 'mech disappears in game. why I'm uncertain. i may have an idea on how to fix but it will be a while before i can test i figure. but either way here are the files & whoever can effectively gets an equal share of the credit for the creation of this monstrosity. My only regret is making all of you wait so long for it's initial release. Anyways, enjoy.  Ares4.zip ( 127.78K ) : 223

Posted by: Team Black Dec 27 2009, 05:26 AM

It's.. finally being released!

It's got to be complete though for it to be official. Maybe I might even take a whack at it myself.....

Posted by: Nyerguds Dec 27 2009, 11:10 AM

After three years of development... heh tongue.gif

Posted by: Vintriaz Jan 1 2010, 11:35 PM

There is a new version of this voxel (primaraly a color fix) for download now, just follow this thread link. http://www.tiberiumweb.com/forums/index.php?showtopic=4050
as for the reason, i'm just trying to restructure my little cornner of tibweb. to take up less space & be more user friendly. after all, it's quicker to go to one topic for multiple downloads than it is to go to multiple links for one download each.

P.S. Anyone who can (or has) fix the HVA file Please post it there, thanks.


Powered by Invision Power Board (http://www.invisionboard.com)
© Invision Power Services (http://www.invisionpower.com)