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 .
where's the option "HELL YEAH!"?
i love this , ingame will help me decide though
it looks good and huge, still needs some work on the turret-model (cannons and stuff) but the walker section looks good.
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.
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.
it looks ummm...rather odd
The legs are well done, very well done. With the weapons they should be, I think, either fused to the body or seperate sections
Odd and amazeing at the same time!!!
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.
Ingame before I say freaking awesome.
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?
terrific battle mech you got here.
Vintriaz, your work is amazing! Welcome to TiberiumWeb! ^_^
The mech looks awesome!
s is way to frickin huge! scale it down man!
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.
i really like it but make it darker
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...
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.)
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Factions from my mod:
Lancil: twin double pulse lasers
dovinican Republic: double rotory auto-cannon & Multi-rocket
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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?
Unfortunately, http://www.ppmsite.com/forum/viewtopic.php?highlight=xenos&t=14978
Poor Xeno indeed. :(
That mech looks delicious indeed. ut have you tried it ingame yet?
Cancer, Such an evil creature. I've lost several friends & relatives to it. so i'm familliar with it's appatite for pain & misery.
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.
-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.
That looks great, shame the shadow doesn't work right :(
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.
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.
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.
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
So how is the progress on this awsome mech going...anything new?
Yes how is this coming along?
He's been a bit busy lately but I do think its pretty much finished
Seems like it
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.
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.
A just question, I think..
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.
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?
How is it going...any progress...or is this project dead?
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.
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...
Interesting...
Good luck!
Topic is over three years old..
It's nice to see it with a little life.
hehe...nice to see this great voxel is finally under construction again...
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
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.....
After three years of development... heh
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.
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