Why do you people want giant MCVs? Also, sanedisruption is not a voxel idiot. He knows ztyping well how to voxel. You know, there's a posting date. QUICK_EDIT
Man these have been getting a lot of attention lately.
Also, thanks deformat, appreciate it.
The voxels were made to be within 1 (one) cell size within TS or YR. If a voxel exceeds those boundaries then there's awful clipping errors that occur when a voxel moves past another unit.
If you don't mind this clipping error (most people do) then feel free to change the voxel bounds for yourself. QUICK_EDIT
Ugh wasn't there only that one FMV showing the MCV deploy? Which BTW had no real reference points as it was the only vehicle in the clip. The only way to tell scale was compared to a butterfly on a bush which was actually pretty massive compared to the wheel, so judging by that the MCV is probably pretty small. Even the finished Construction Yard wasn't that big compared to the two men walking in. QUICK_EDIT
lol ingame scale is wrong for viewing purpose. The FMV show how it would really look like. _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
I think if your really looking for any real touch of realism with a MCV, you need to remove the MCV from the game. Vehicles don't really transform into solid brick and mortar structures, but C&C makes it believable with the buildup animation.
This kind of goes for scaling too. It just needs to be fairly large to believable, which it is, and it isn't bigger to prevent clipping from being an issue. So basically, in a choice between a larger MCV and no clipping issues, Sane chose no clipping issues.
While some may say otherwise, I'd argue that the clipping would ruin the MCV more that the slightly smaller size does. QUICK_EDIT
scale of a single celll is roughly 9ft by 9 ft. so the buildings in game are off scale. as long as it fits 1 cell wide we over look these things
EDIT: 9ft by 9ft by 3 1/2ft (L by W by H) _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Speaking of scale, you can't place THIS ingame without proper scaling. Scale is just useful for game purpose, without it they would be hard to control. QUICK_EDIT
I don't have problem with the MCV's size.It's perfect for the game(TS,RA2). BTW,SaneDisruption,I checked your TD Harvester voxel with the Voxel Viewer,and it's perfect.You did a nice job. QUICK_EDIT
Steve_1993:
Thanks, I appreciate that. These voxels unfortunately don't hold up to today's standards for being in the spotlight forum, or for being decent voxels at all for that matter. I'm no ErastusMercy or Shin.Peter.Pan, but I'm glad you guys continue to find uses for these voxels. QUICK_EDIT
For being in the spotlight forum,or not,we'll always find some good uses for such so amazing voxels.To tell you the truth,I'm using at least 3 of your TD voxel pack(Humvee,Mammoth Tank and MLRS) on TS,and I'm planning to add the Abrams Tank soon.Especially for the Humvee,I made a mix of 2 vehicle codes(Ranger Jeep from RA1,and the attack buggy from TS).I also made a cameo for the Humvee with an SHP Builder(using a TD Humvee cameo I found on the Internet). I guess I wrote too much. _________________ I love playing old good Westwood games,especially Command & Conquer games. QUICK_EDIT
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