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#1 j'ordos

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Posted 25 July 2003 - 09:31 AM

Well, I've been doodling a bit this afternoon, and came up with this, could be a possible Sectopod. I've messed it a bit up in Photoshop, but it still shows what it is, I hope ^_^ as I see it, it would have 1 underslung Plasma Cannon. The only real problem I see with it now, is I made it towering high to look impressive, but it'll never be able to fit inside a house...

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#2 Breunor

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Posted 25 July 2003 - 09:35 AM

Reminds me just a little of the ED209 from Robocop. Instead of 2 weapon arms, just the single underneath.

#3 j'ordos

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Posted 25 July 2003 - 09:38 AM

Damn!! Now you say so I have to agree :angry:
Let's all pretend we haven't seen that one, shall we ^_^

Edit: was it 209? Thought it was 109? Or was that the failed prototype?

Edited by j'ordos, 25 July 2003 - 09:46 AM.

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#4 Breunor

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Posted 25 July 2003 - 09:54 AM

I think you're right j'ordos. That was a fun movie when it came out!

Don't worry about looking like it another creation. Everything's been made over and over, it's impossible to avoid. You could say the ED109 looked like the Marauder from Battletech, which was also used in Robotech along with several other mechs, causing a legal battle IIRC. Now if you put 2 PPCs on arms and an autocannon on top, then you've got a problem. But using what you currently have would work.

What about making it more of a cyborg, like the original? Should we avoid that because of similarities with xcom?

#5 j'ordos

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Posted 25 July 2003 - 10:10 AM

Was that a cyborg? I thought it was completely robotic? But if it wasn't they shouldn't be able to sue us just because we make a cyborg when the original's one. I mean, as far as it's now we're having a furry biped as the reaper again :D
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#6 Breunor

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Posted 25 July 2003 - 02:10 PM

Cyborg=cybernetic organism. Part living, part machine. The Terminator baby! :D Actually, Floaters are cyborgs too. I agree that as long as it doesn't look the same and we use a different name, then we're fine.

#7 Breunor

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Posted 25 July 2003 - 02:14 PM

Found a pic, ends up it was ED-209 afterall. There is a Quake 3 model out there for it too!:

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Edited by Breunor, 25 July 2003 - 02:14 PM.


#8 j'ordos

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Posted 25 July 2003 - 03:28 PM

I know what cyborg means, I just thought the Sectopod was a robot, not a cyborg..
Wait, let's see here: edit : image removed

But I must say, watching that pic of ED209, I find it less resembling my sketch already :wink:

Edited by j'ordos, 06 March 2004 - 05:27 PM.

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#9 Guest_Jim69_*

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Posted 25 July 2003 - 08:26 PM

Seems to contradict its self a little. It says its a robot, i.e. CPU, but then it says about a telepathic link, i.e. A brain. Ne1 else confused?

#10 Cpt. Boxershorts

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Posted 25 July 2003 - 09:48 PM

It just assumes that telepathy can be 'received' sort of like radio...a circuit on the proper frequecy could probably get instructions. It makes sense for a species that primarily communicates psychicly to have equipment they can control the same way. It's not that different from our voice-operated equipment.

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#11 Raven Squad

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Posted 26 July 2003 - 06:55 AM

j'ordos u could add somekind of hydraulic system to ur robot legs. So it could lower and rise when ever needed. And it would look cool too :) .
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#12 j'ordos

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Posted 26 July 2003 - 08:58 AM

Here, now it shouldn't look like ED209 anymore ^_^ (allthough it may look more like the original sectopod). The joints could move over the legs, maybe. Needs some more thinking over.

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#13 Puasonen

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Posted 26 July 2003 - 09:05 AM

I think it needs shorter legs and more mass to torso..? Anyone agree? (I'm talkin about the bot)
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#14 j'ordos

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Posted 26 July 2003 - 09:08 AM

Well, I was thinking it doesn't need that... I kinda like the stilt legs; but if I'm the only one that can be changed, no problem.
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#15 Aosar

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Posted 26 July 2003 - 09:10 AM

IMO the plasma gun needs to appear a bit more agile. If you catch my drift.
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#16 j'ordos

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Posted 26 July 2003 - 09:12 AM

You mean: more able to swivel left/right, up/down? 'Cause that's what it's meant to do, just haven't been busy with that yet.
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#17 Aosar

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Posted 26 July 2003 - 09:15 AM

You mean: more able to swivel left/right, up/down?


Exactly! Currently the whole bot looks quite rigid and a tad bit off balanced. Sorry to be a pain, but then again I am an experienced pain in the butt... :LOL:

Edited by Aosar, 26 July 2003 - 09:17 AM.

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#18 Guest_Jim69_*

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Posted 26 July 2003 - 10:31 AM

Maybe if there was a second join further down on the leg it could allow 4 more accurate positional change and balance, afterall it doesn't have 2 imitate human bipods and would allow 4 the robot to change from low 2 the ground in combat 2 high up 2 c over walls. If that wasn't 2 clear I'll get a sketch up 2 u.

#19 Cpt. Boxershorts

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Posted 26 July 2003 - 11:41 AM

I quite like it...it really gets the semi-organic look we're aiming for with alien technology.

As for ducking, I think it can go quite low as it is. Take a look.

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#20 Guest_Jim69_*

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Posted 26 July 2003 - 11:51 AM

Oh yeah, I didn't realise it was on a slide, that'll be sweet :)

#21 Aosar

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Posted 26 July 2003 - 11:54 AM

Hmm, somehow brings to mind the alien bot seen in Half-Life 2 promotional video's...

You could give those joints more manuverability, hard terrain in mind, plus to give a more 'alien' appearance...

What I mean is a sort of "ball" joint, like in shoulders and hips...

Edited by Aosar, 26 July 2003 - 11:56 AM.

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#22 Cpt. Boxershorts

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Posted 26 July 2003 - 12:41 PM

I actually just assumed that each joint would have 360 degree rotation, rather than sliding.

I agree about the ball-and-socket joint...it's pretty much required unless the Sectopod can only walk in a straight line. :LOL:
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#23 j'ordos

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Posted 27 July 2003 - 03:46 AM

I made a very quick change in the legs of that Sectopod (very quick, so it's not very correct)

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#24 Raven Squad

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Posted 27 July 2003 - 06:33 AM

Move legs more in the middle of the robot. They are too back now.
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#25 miceless

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Posted 27 July 2003 - 06:42 AM

Yeah, it looks like it might fall over backwards.

However, i would just make the body of the thing bigger. I think the legs are out of proportion with the body, so try making it a little bigger.

I suppose you could make the legs smaller as an alternative. Has the same overall effect.
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#26 j'ordos

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Posted 27 July 2003 - 09:46 AM

Well, it was ment to be out of proportion to us, after all, it's alien ^_^

But I've tried some changes, here it is standing upright:

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#27 j'ordos

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Posted 27 July 2003 - 09:46 AM

And here it is in it's lower position:

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#28 Breunor

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Posted 27 July 2003 - 09:50 AM

The leg position is a personal preference thing, so long as the weight is balanced over the feet, which it appears to be. Perhaps the gun would look more manueverable if it was mounted on a swivel of some sort? Since the entire model will turn to fire anyway, it's not really needed. Looking good!

#29 Raven Squad

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Posted 27 July 2003 - 09:51 AM

It looks good, but how does it walk?
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#30 j'ordos

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Posted 27 July 2003 - 10:04 AM

It looks good, but how does it walk?

It has three joints: ankle, knee and hip. In it's high position it seems rather obvious. In its lower position it lifts up its foot by rotating its lower leg a bit forward around the knee, and then moves that foot forward by rotating the entire leg around the hip joint (meanwhile the ankle rotates as well, to keep the foot horizontal), and when far enough it lowers that foot again, and starts moving the other one. Or something like that :rolleyes:

Edited by j'ordos, 27 July 2003 - 10:09 AM.

"You can't trust your eyes if your imagination's out of focus" - Mark Twain
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#31 miceless

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Posted 27 July 2003 - 11:12 AM

Yeah, the leg mechanics seem ok, but im trying to imagine where its centre of gravity is. With the legs on the outside like that, im sure it would fall over sideways if it tried to lift a leg.

Edit: Typo

Edited by miceless, 27 July 2003 - 11:32 AM.

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#32 Vaaish

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Posted 27 July 2003 - 11:19 AM

And here it is in it's lower position:

We might have to make changes on the legs as we model it. It might not be possible to get acceptable movement with the joint steup as it is. If that is the case we will just move the joints until it does work.

#33 j'ordos

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Posted 27 July 2003 - 11:51 AM

I know, I've been thinking about that too. But it's still only a concept, so there's room for changes.
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#34 revenant4

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Posted 27 July 2003 - 12:54 PM

All I've got to say is that the Sectopod is moving in the right direction...you may want to look at Ion's saucer (In the Asset List) to get some organic/machine look ideas...as well as engine glow and the like...not to copy but to inspire...

#35 j'ordos

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Posted 27 July 2003 - 05:45 PM

Ok, after seeing that thread about the Cyberdisk, I drew another revision. Hope y'all like it ^_^

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#36 Vaaish

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Posted 27 July 2003 - 06:05 PM

Use the previous version with this ones coloring

#37 revenant4

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Posted 27 July 2003 - 11:22 PM

Use the previous version with this ones coloring

Totally agree...

#38 miceless

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Posted 28 July 2003 - 12:33 AM

Yeah, the legs are too big again.
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#39 j'ordos

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Posted 28 July 2003 - 06:41 AM

Well, I've tried changing the joints this time, it's a balljoint, it's open on one side and covered by movable plates on the other side. I've also shortened the legs a bit on this one.

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#40 miceless

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Posted 28 July 2003 - 06:55 AM

Better. I like the look of the ball joints. Whether or not they would work is another matter. Also, i still think the body needs to be a tiny bit bigger.
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#41 Breunor

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Posted 28 July 2003 - 09:31 AM

To resolve the balance issue when stepping forward, include a "toe" on each foot that sticks out towards the other leg. It might require each foot to be a little different than the other regarding this toe, but you can have it cross the center line and thus under 50+% of the weight, and it would keep its balance. You could also adjust the hip area so that as it steps forward, it also leans some towards the other leg, which puts more weight over it for balance. This is all just animation issues, if you claim the use of a ball/socket joint at the top of each leg you're set.

#42 j'ordos

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Posted 28 July 2003 - 09:44 AM

Well, there is an extra toe on each side of the foot to increase surface contact, but it doesn't really show up on these drawings :(
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#43 miceless

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Posted 28 July 2003 - 09:49 AM

To resolve the balance issue when stepping forward, include a "toe" on each foot that sticks out towards the other leg. It might require each foot to be a little different than the other regarding this toe, but you can have it cross the center line and thus under 50+% of the weight, and it would keep its balance. You could also adjust the hip area so that as it steps forward, it also leans some towards the other leg, which puts more weight over it for balance. This is all just animation issues, if you claim the use of a ball/socket joint at the top of each leg you're set.

Yeah, i guess with the right words it can be explained away, but it just looked a little odd to me. Im sure we can figure something out to sort it. The extra 'toe' idea sounds plausible. In fact, isnt there a robot in a movie that uses that principle? Cant remember what though... :huh?:
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#44 Aosar

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Posted 28 July 2003 - 10:03 AM

Looks great, j'ordos!

Better. I like the look of the ball joints. Whether or not they would work is another matter.


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Posted 28 July 2003 - 10:46 AM

Like a hip joint, socket and ball.

#46 Aosar

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Posted 28 July 2003 - 11:28 AM

Like a hip joint, socket and ball.


*growl* I smite thee! :bash:

If you check the last page you will see that I said the following

Hmm, somehow brings to mind the alien bot seen in Half-Life 2 promotional video's...

You could give those joints more manuverability, hard terrain in mind, plus to give a more 'alien' appearance...

What I mean is a sort of "ball" joint, like in shoulders and hips...


But, then again, I didn't emphasize(sp?) my question much...
And what I meant was; what makes you think they won't work miceless?
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Posted 28 July 2003 - 12:25 PM

LOL, soz I was in a rush coz I was at work :LOL:

#48 miceless

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Posted 29 July 2003 - 02:25 AM

And what I meant was; what makes you think they won't work miceless?

I was reffering to Vaish's post earlier in this thread...

We might have to make changes on the legs as we model it. It might not be possible to get acceptable movement with the joint steup as it is. If that is the case we will just move the joints until it does work.


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#49 j'ordos

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Posted 29 July 2003 - 10:32 AM

Well, here is the latest addition in the alien ranks, the new and improved Sectopod Mk VI :happybanana:

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Edited by j'ordos, 22 August 2003 - 08:57 AM.

"You can't trust your eyes if your imagination's out of focus" - Mark Twain
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#50 Aosar

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Posted 29 July 2003 - 10:52 AM

Well, here is the latest addition in the alien ranks, the new and improved Sectopod Mk VI


Whoa! That look great! The tubes look a bit odd, but that's the angle, right?

Edit: Me, big ugly barbarian!.. Ye gods! Amazing how much a simple "s" can make a difference...

Edited by Aosar, 29 July 2003 - 11:03 AM.

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