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Shard
Joined: Sun May 18, 2008 5:02 pm Posts: 380 Location: Florida
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Re: Diemos Federation UPDATED: 4/08/09
Even better!
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Sun Apr 12, 2009 3:04 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Diemos Federation UPDATED: 4/08/09
Why must you be so good at spriting? WHYYYYYY!
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Sun Apr 12, 2009 3:17 am |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: Diemos Federation UPDATED: 4/08/09
those turrets look like they should be some kind of weird 2 legged tanks.
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Sun Apr 12, 2009 3:19 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Diemos Federation UPDATED: 4/08/09
Yeah, it's been suggested he make them Crab Tanks before...
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Sun Apr 12, 2009 3:21 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Diemos Federation UPDATED: 4/08/09
can that please have really diesel-y engines, with heaps of smoke and awesomeness? that would be epic. the whole thing already looks kickawesome, but that would really make it for me.
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Sun Apr 12, 2009 11:56 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Diemos Federation UPDATED: 4/08/09
DSMK2 wrote: Shard wrote: I sense the first Diemos craft. That's delayed until I figure out how I really want to do it! Most likely this... [img]http://img8.imageshack.us/img8/1447/dundundune.png[img] I suppose you could get the large engine you already have in there on the left socket and have a mini one on the right, then have the troops coming out the back, the front of the dropship providing cover. Of course this raises the problem of the requirement of an oppositely facing version. But it's your mod, so it's your decision.
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Sun Apr 12, 2009 12:27 pm |
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Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
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Re: Diemos Federation UPDATED: 4/08/09
Or we could just make one with armour on both sides...
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Sun Apr 12, 2009 4:02 pm |
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Hamburgler
Joined: Sat Dec 16, 2006 2:50 pm Posts: 161 Location: Vaughan, Canada
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Re: Diemos Federation UPDATED: 4/08/09
You could also do a head-on view, like the Bear Federation Vertibirds, but it doesn't look nearly as nice and can be kinda confusing.
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Sun Apr 12, 2009 4:44 pm |
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Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
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Re: Diemos Federation UPDATED: 4/08/09
You could also use the VTOL that came with sprites but no code in the file. I'd like it if you could make that into an ARH Tiger type thing.
Jesus...
That ARH Tiger made history didn't it?
EDIT:I made a scout by increasing the pushforce and movementspeed and using torso 1 instead of 2. Anybody want?
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Sun Apr 12, 2009 4:54 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Diemos Federation UPDATED: 4/08/09
Bladecat4 wrote: You could also use the VTOL that came with sprites but no code in the file. I'd like it if you could make that into an ARH Tiger type thing.
Jesus...
That ARH Tiger made history didn't it?
EDIT:I made a scout by increasing the pushforce and movementspeed and using torso 1 instead of 2. Anybody want? I want to try out a completely different way! Since AHumans/ACrabs autobalance themselves! And I don't want to use the "jetpack" to move around! Geti wrote: can that please have really diesel-y engines, with heaps of smoke and awesomeness? that would be epic. the whole thing already looks kickawesome, but that would really make it for me. Basically like the typical airplane engines? 411570N3 wrote: Yeah, it's been suggested he make them Crab Tanks before... Nahhhh, hovertanks. 411570N3 wrote: Why must you be so good at spriting? WHYYYYYY! Not really, I'm split between dithering or the shading style you see there.
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Mon Apr 13, 2009 1:17 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Diemos Federation UPDATED: 4/08/09
I notice you didn't use dithering, but your shading and details are good enough not to need them honestly.
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Mon Apr 13, 2009 3:23 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Diemos Federation UPDATED: 4/08/09
DSMK2 wrote: Basically like the typical airplane engines? sort of, but even more dramatically smokey, because it fits the industrious/un-environmentally-friendly feel i get from them. i feel like these bastards would burn coal concentrate without enough oxygen just cause they could. like, with dstech, they seem efficiently powerful, these guys seem more brutish.
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Mon Apr 13, 2009 4:46 am |
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Manbearpig
Joined: Sun Aug 03, 2008 4:08 pm Posts: 102 Location: Finland Winland!
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Re: Diemos Federation UPDATED: 4/08/09
These units doesn't work at all on me. I don't know why.
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Wed Apr 15, 2009 4:24 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Diemos Federation UPDATED: 4/08/09
the offsets in this mod are a little messed up
consequently we always get that one handed accuracy subtractor because most actors aren't using their supporting limbs.
oh, and seriously. make the ♥♥♥♥ vtol lol, it looks orgasmic.
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Wed Apr 15, 2009 5:22 pm |
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Shard
Joined: Sun May 18, 2008 5:02 pm Posts: 380 Location: Florida
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Re: Diemos Federation UPDATED: 4/08/09
Hmm... whenever DSMK2's thread sinks, he... disappears? OnTopic: how's the dropship looking DSMK2?
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Sat Apr 18, 2009 5:52 pm |
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