CORE Copperhead +1 - Page 6

CORE Copperhead +1

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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Pressure Line
Posts: 2283
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Re: CORE Copperhead +1

Post by Pressure Line »

need Screwy Louie's from Carmageddon ^_^
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Abaddon
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Re: CORE Copperhead +1

Post by Abaddon »

Hint: name of this "screwdriver" is "Dildozer" :)
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Wolf-In-Exile
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Re: CORE Copperhead +1

Post by Wolf-In-Exile »

Image
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rattle
Damned Developer
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Re: CORE Copperhead +1

Post by rattle »

Idiocracy, isn't it? Damn I'm good...
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Evil4Zerggin
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Re: CORE Copperhead +1

Post by Evil4Zerggin »

A quick script by me. Used rattle's Ravager script as a reference for animation. Note that I added an aim point and renamed the root piece to base.
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scripts.zip
(2.68 KiB) Downloaded 9 times
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rattle
Damned Developer
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Re: CORE Copperhead +1

Post by rattle »

I usually add an empty object for the root and swap it
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MR.D
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Re: CORE Copperhead +1

Post by MR.D »

Thats for the bouncy recoil and damage hit thing they got going in CA right?
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Evil4Zerggin
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Re: CORE Copperhead +1

Post by Evil4Zerggin »

The CA Copperhead uses the standard RockUnit and HitByWeapon functions atm, although I did write some custom rocking scripts for some other units. In any case, the version I got from Quantum had two pieces named turret so I changed the name of one of them.
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MR.D
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Re: CORE Copperhead +1

Post by MR.D »

I know its late, but here are some renders of the Copperhead since they never got put up.

Image
Image
Image
Warlord Zsinj
Imperial Winter Developer
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Re: CORE Copperhead +1

Post by Warlord Zsinj »

I want to see some action shots with it firing at aircraft!
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1v0ry_k1ng
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Re: CORE Copperhead +1

Post by 1v0ry_k1ng »

it looks slightly cartoony, i think because of the teamcolour placement
I otherwise think its awesome, especially the wheels/tracks
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

Re: CORE Copperhead +1

Post by [Krogoth86] »

Screens need moar AA... :wink:

And well - when seeing it ingame that pure black on the track's sides really takes away any depth on that part. Although meh - you won't see that too clearly ingame anyway... :-)
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rattle
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Re: CORE Copperhead +1

Post by rattle »

The lines which go from wheel to wheel look odd
daan 79

Re: CORE Copperhead +1

Post by daan 79 »

and any fish?
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smoth
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Re: CORE Copperhead +1

Post by smoth »

got any fish that are 5 feet tall? It would be hard to make out fish past things like whales and great whites.
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MR.D
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Re: CORE Copperhead +1

Post by MR.D »

I dunno Smoth, a simple particle system for the water could do the trick for schools of fish.

Something similar to the nanoparticles would be the simplest option, just so it creates a cloud basically that keeps a shape.

Just find a way to intelligently have it bump around the edges and change directions in the water randomly with movement attributes like acceleration and stuff.

Who knows, it could be neat.
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smoth
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Re: CORE Copperhead +1

Post by smoth »

no doubt, schools of fish can be simulated with particles but I was saying the the fish would still be extremely small and next to unseeable unless they were large fish. Hell birds would be specs.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: CORE Copperhead +1

Post by FLOZi »

By *your* scale.
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MR.D
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Re: CORE Copperhead +1

Post by MR.D »

Maybe specs is enough, and appropriate.

Not that something with an LOD wouldn't fix.

A little ambiance never hurt anything.
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smoth
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Re: CORE Copperhead +1

Post by smoth »

FLOZi wrote:By *your* scale.
no doubt s44/IW could use it flozi but anything that takes spring's current scale won't see much. When pine trees are as tall as a commander it is hard to see a large mouth bass as visible scale/level of detail for the world.
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