Posted: Thu Mar 01, 2007 4:43 pm Post subject:
Voxel Competition
Subject description: The First Occasional raminator's CnC Banana People Pie VXL Competition
The First Occasional raminator's CnC Banana People Pie VXL Competition
Rules:
1 - One unit per entrant (seperate turrets, wo versions, etc. perfectly acceptable)
2 - Entry is to include the voxel and HVA. If applicable, turret and barrel voxels and HVA's, and offset must also be included.
3 - Entry must be "new," any entry seen by the public or clearly based upon a public asset (being either a voxel, or VV'er/screen-shot therof) will be rejected.
4 - All entries to be made publically availible, cameos and readme's to be included if provided.
5 - Entries must be submitted to Blaat85 and/or Xeno by the First of April (00:00GMT)
6 - Once submitted entries cannot be changed, unless the version submitted is clearly at incomplete
Judging:
1 - Will be done by raminator, MadHQ, and Gamemate/Jeeves
2 - Will be out of 100 points, based on the following criteria:
a) Detail - Use and level therof.
b) Coloration - Good usage of colors.
c) Normals - Good use of normals.
d) Competence - The technical side, bounds, well refined shape, HVA, etc.
e) The Pie Factor - when all is said and done, if it actually looks good or not. Creativity, willing to use it, etc.
3 - An additional Pie Factor score will be awarded by public vote, based upon anyminous screenshots during the last week of judging. Any contestant to compromise his or her anyominity shall be inelligable for a Pie Factor score. (I.e; don't say "#3 is mine!," "Vote #6!" etc.)
4 - The entries are to be passed to the judges by the Organisers (Blaat85&Xeno) anyminously, thus scores shall remain unbias.
Notes: These rules are agreed upon and final, as such will not be subjected to change. In extreme cases rules disputes will be settled by majority vote from the Organisers and Judges.
Just one thing to point out - since Banshee released the new Autonormals tools, normals aren't that much of a problem. So I'm curious will you leave them in?
we have allready discussed about it and have some nice solution for that _________________ just a simple logo by bricks @ raminator, on Flickr QUICK_EDIT
yeah...would be really nice if you enter...
but as you can see there´s alot of time till submission-date _________________ just a simple logo by bricks @ raminator, on Flickr QUICK_EDIT
oh, thank god, fwew. The first of april. Plenty of time.
Here comes my <omitted> (ecept for those who read this already).
Hey remember my horrible super terror drone? Last edited by 4StarGeneral on Fri Mar 02, 2007 7:36 pm; edited 1 time in total QUICK_EDIT
Joined: 30 Jun 2006 Location: Oz, but near Melbourne, so its ok
Posted: Fri Mar 02, 2007 3:14 am Post subject:
Just a reminder that entries are to be anonymous, so don't brag about what you're doing too much infront of the judges, and be sure you submit your entries to Blaat &/or Xeno, NOT the judges.
As a sidenote, my <omitted> will pwn you all! _________________
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Fri Mar 02, 2007 4:56 am Post subject:
1st of April sounds good...count me in too!
Also looking forward to see what you'll be able to pull out of your sleeve, ARO. _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
All right, but before I hand this piece of work in,
URGENT: Is there a way to make multiple turrets move at the same time? Must all the pieces be on the same turret voxel? _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Tue Mar 27, 2007 8:26 pm Post subject:
The only/best way that I know of to make multiple turrets is to make both the barrel AND the turret look like a turret, and make the hva so that they are on different parts of the voxel...
though the barrel-part will be rotating up and down, and the fire FLH can only come from one location..
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Tue Mar 27, 2007 8:27 pm Post subject:
The only/best way that I know of to make multiple turrets is to make both the barrel AND the turret look like a turret, and make the hva so that they are on different parts of the voxel...
though the barrel-part will be rotating up and down, and the fire FLH can only come from one location..
Joined: 22 Aug 2006 Location: somewhere south of the north pole
Posted: Tue Mar 27, 2007 8:27 pm Post subject:
You can't amke several turrets on same voxel (IFV? logic works)
PMing my voxel tomorrow
I have woked a lot on it
It doesn't need YR _________________ This is a signature Last edited by Dupl3xxx on Wed Mar 28, 2007 2:48 pm; edited 1 time in total QUICK_EDIT
Darn it. Well, I'll try the IFV thing, otherwise, back to the old drawing board.
I guess a lot of non-moving turrets will have to suffice. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
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