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Command and Conquer Editing
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Generals & Zero Hour Editing
» New Unit: Oktober Nuclear Sub
Generals & Zero Hour Editing
Discuss any modding related issues to do with Generals and Zero Hour here.
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04-23-2003, 05:09 PM
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guyee
Senior Member
Join Date: Mar 2003
Location: USA
Posts: 452
yup... there's a reason why submarines look like giant dildoes.
It's a very water-dynamic shape, so that not much energy is wasted moving them
04-23-2003, 07:30 PM
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Blaine_the_God
Senior Member
Join Date: Apr 2003
Location: USA
Posts: 167
I think it looks awesome especially for 700-760 polys, everything i make looks like shit even though ive only made two models and there both in between 600-680
04-23-2003, 09:55 PM
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GoldLegionaire
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Join Date: Apr 2003
Location: USA
Posts: 42
uhh, submarine, right. A little V3ish dont ya think??
04-24-2003, 12:32 AM
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smurfbizkit
Senior Member
Join Date: Sep 2001
Posts: 1,094
good model, bad idea..that is if you were going for the whole "lets make something totally unrealistic" idea...
-cut some poly's, and I would suggest you dont' make it so damned bulky....sub's are streamlined for a reason dammit!
04-24-2003, 01:01 AM
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MetalSyren
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Join Date: Mar 2003
Location: USA
Posts: 671
YEah..... but I thought that was self explanatory..... maybe not.
04-24-2003, 03:51 AM
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Phoib
Senior Member
Join Date: Dec 2002
Posts: 1,031
I know I saw this submarine design before, so I started looking around the www and my sub books, here's the result:
Project 651 / Juliett class SSCN
[/url]
04-24-2003, 10:47 AM
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main_concept
Senior Member
Join Date: Feb 2003
Location: You Never Know
Posts: 141
Actually, i waz just havin fun...waz tooo bored.
i rechecked the polycount...actually its 596 :lol: !!!
i WAZ thinkin of making a super weapon where a huge sub comes in and nukes a target but....
thanx for the critiqyes anyway!
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