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Everything posted by RAIDER
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The pack is an awesome addition. Issue #61 should be a good reference since they are still stranded on the same planet that they were on in 59/60…but either way I think it could be added using the earlier arc references as an optional piece of gear. For the purpose of a CRL and reference images we would need, just a few things I’d point out: -There is no evidence of aurebesh etching that I can see in any panels. -I dont see any blue-lit sections on the main pack body. -The thrusters dont appear curved in the panels. This one might be a lil nitpicky but figured Id mention it…they all seem to have a straight “tube” shape
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Hey there. The scout base figure was a Black Series release (in a pack w the Shadowtrooper and a black speeder bike). The pauldron was not a part of that set nor the blasters pictured.
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Welcome! To answer your questions: 1. Chefs kit would be just fine. 2. Satin or matte is fine (Special Notes section in the top portion of the CRL). 3. Great catch there. It might be enough to get it added to the CRL since blasters are optional accessories anyways. @IcyTrooper?
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Thanks @IcyTrooper We can work here @TK-1979 Helmet Lenses must be sufficiently dark enough to obscure the costumer’s eyes. They are either flat or bubbled. Acceptable colors are black, smoke, or dark green. The “ear” bars have three or four bumps and are gray or painted gray, with a black outline. Painting the bumps with rank stripes (highlighted) in black is optional. The frown must have 7 teeth cut out and any coloring must not leave the indented area. Acceptable color is gray. Black mesh must be used to obscure the face of the wearer. The tube stripes are blue or black in color and may number between 9 and 15 per side with the curve bends extending backwards. These can be either hand painted or decals. Vocoder (vertically ribbed chin detail) is painted black. The aerators (cylinders on either side of the vocoder) are black, and screening can be either silver or black. The interior of the aerator can either be white, silver, or black. Traps (trapezoids on dome of helmet) and tears (area beneath the corners of eye lenses) can be hand painted or decals. Acceptable color is gray. Rear traps and tears have vertical black lines. OPTIONAL Level two certification (if applicable): Lenses are bubbled and are dark green. On the ears there is the presence of 1 screw above the ear bars and no screw below the rank bar. The screw is painted white. Ear bars have 3 bumps only, not 4. A black rank stripe is painted on the rear most bump. There will be 13 black tube stripes per side with the curve bends extending backwards. These can either by hand painted or decals. ----------------------------------------------------------- Due to the hood, we never get a full look at the helmet. This shot is about the most exposed we see it: Considering it's a comic, I think it's safe to say it's a pretty standard TK bucket w/ the same level 2 reqs that we have on Kreel and Cav. My only question...since those ear bumps aren't ever exposed should those be included in L2 (or L1 for that matter) and would there then have to be some note in the cloak text that the hood fully covers those?
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@IcyTrooper @Heavy Those look good to me for knees and neck seal. We put on boots that no holster is present so we can just remove the holster entry entirely I think. No adjustments to blasters right? If all that is good then @Gree23 that should mean everything is green and ready to be built. Let's goooooooo!!!
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@Gree23 @Heavy to help out@IcyTrooper let’s wrap up this text this week if possible. We really only have a couple pieces left since there shouldnt be any adjustments to blasters. Cool? Once this football game ends, I’ll hop in and start adjusting text in first post.
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Missed this one. Seems good. Anyone aee anything needing adjustment?
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This looks good to me. The only thing I see is do you want to require that bottom rivet even? Shading on that makes it pretty much impossible to tell…so can go either way.
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For sure…that upscale tended to be the commonly used default as opposed to the exception to fill a gap which is what’s made those CRLs such a headache over the years as standards have been raised. Anyways…we good to green the flightsuit and chest then?
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Understood…and if the majority say roll with the flap we can do that I would only add that referencing what was done on the Swamp and the Shadow should prob be limited…those CRLs were created during a much looser time period in terms of CRL standards. The updates they went through (2020 I believe mahbe 2019) were almost like a transition…attempting to marry what we do now with what had already been done back then. If we had the opportunity to do another update, I actually think it would be to finalize that transition towards a more true-to-reference build and potentially even grandfather those CRLs as they are now…that would actually kill the 15 year plus debate on how much we need to align with the Pathfinders CRL. but I digress lol TL;DR I wouldnt reference the verbiage of the Shadow or Swampy as those really arent accurate to the references in several aspects.
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@Gree23 Ah I see…you are correct. I did not notice the verbiage on the straps wrapping around the leg. That’s good then. I’d like to hear @IcyTrooper @Heavy or anyone else’s thoughts on whether that’s a flap or some sort of seat patch. If everyone else agrees then Im ok to re-green it.
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K just a quick revisit to flightsuit…and this may be nothing…but playing devil’s advocate so the L2 reqs really do bring this closer to the game model rather than the ROTJ scout. Let me preface these though noting that I looked at the standard SWG biker scout and the game model looks the same (so it has the same differences from a ROTJ scout ie boots, belt, etc) meaning if someone were to hypothetically do a SWG scout it would end up being much different from an ROTJ…think of it like the Rebels scout CRL vs ROTJ. So…our approach so far seems to lean towards the game model (esp for L2 reqs) and fill gaps with the ROTJ scout due to the low res or allow ROTJ elements at L1. Ok geez I hope Ive made sense to this point. So here are the 3 questions (one is already addressed): 1) Thigh patches…this is all set…removed at L2 because they arent in the game model. 2) Thigh straps. On a normal scout they start and end with the thigh patch and therefore do not go all the way around the leg. But on the game model we see… Should we account for this? 3) Butt flap. Is there one? I’m not sure. If there is no flap…what exactly is going on w the butt? Whatever is there doesnt drop below/cover the butt like we would expect a flap to do. I added a side view below to show there isn’t any flap flapping as well though that could just be a limitation of the game graphics of the time. Again…just presenting what I noticed. Wanted to make sure we covered it though since we seem to have a CRL here that will be very accommodating at L1 with a general scout look while being more tight at L2 with a true-to-game look…as opposed to just making the whole CRL it’s own thing top to bottom with new reqs at both L1 and L2 (ie Rebels Scout…or animated vs realistic clones).
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@IcyTrooper That looks good to me…and yea @Gree23 sorry I knew in an earlier post I was prob unclear. Black on underarm works…shoulder strap cover was what I was talking about but this looks good now.
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@Gree23 Will get to it. But let’s finish the other questions @IcyTrooper had first on these pieces. Can we agree that the shoulder strap is not black nor dark green? Go with Ryan’s suggestion of “olive green”? Is that about what we see in the reference?
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@IcyTrooper Can you flip Flightsuit to yellow please? I just want to ask some questions on that once we are set on the the vest/chest/back
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Yea I cant really make out if the underarm is black or a dark green…can go either way. I will say it does look a different shade than the black flightsuit. Shoulder…doesn’t look dark at all and almost blends with the armor (if you can even say a cover is there to begin with…though I think there’s enough texture there to say there is).
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@IcyTrooper Disregard anything regarding the upper arm armor. Sorry to confuse…I was just saying it is so hard to make out if there is any difference, let’s leave the text as you have it. Regarding the snout…what Im saying is using the term “accurate snout detail and aerator” may not be sufficient UNLESS the CRL model has the accurate (different) snout. Otherwise that may be interpreted by people accustomed to traditional scouts as a traditional snout being accurate when it really isnt…especially confusing if the CRL model uses a traditional snout (which I think is ok for Level 1…or should it not be?) For the helmet blinder, I don’t think it is an exact mirror. To me the left side blinder looks like the “C” we use on scouts. The right side looks like the “incorrect” hook that comes on most decal sets. See here…the “C” (left of the decal sheet) is the left blinder. The “hook” (right of the decal sheet) looks like the right blinder. Hope Im making sense with what Im saying lol.
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Balaclava, flightsuit, gloves, shoulder armor all look good Upper armor my only question would be the greeblie detail but Im not sire theres enough there to warrant making a unique requirement different than a standard scout.
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Helmet. Just 2 things (probably Level 2 reqs): Right blinder appears to have the “wrong” fish hook decal…basically looks like we need a different decal on each side. Snout is not the same as a standard scout…that would be a custom (prob 3D printed/designed) piece. We good to require these for Level 2 at least?
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Looks good. Just a clarification (I’d like to note details we can highlight that would differentiate Level 2 from a simple ROTJ scout conversion). The verbiage covers it BUT not sure if this should be specified…the boots dont appear to have cuts in the toe section of the sole….cant see the back as it looks like the vinyl covers the rear sole of the boot.
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@Gree23 If you want to redraft boot text we can review it and then move on.
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If you'd like to include this in the Special Notes section I suppose you could may be slightly weathered to look as if white is showing through with minor scuffs/dirt. I think that still let's white be 100% optional and not restrict what the base absolutely has to be...that's why I lean towards a similar verbiage to the Kashyyyk Trooper CRL which doesn't specify any base and basically says "match the pic" (which just means the CRL model will need to be on point to what the camo look should be.
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For me, the white isnt super important…just cause i think the camo is gonna cover up almost all of it (my eyes still dont see it eeek lol).
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I think taking the dog bone off and adding a toe cap isnt really a totally new boot …can still keep the boot base (without the flat sole) and the all the other upper/heel vinyl (which is where the closure overlap is). And yea the location of the notches or whatever those are sounds good to me.
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K just making sure I was on the same wavelength. I think something like that can make for a good L2 req if you want…if someone wanted to transition a scout build to this that would make it a little bit easier to do so. Going L2 would require a whole new boot altogether and then I think it’s reasonable to ask for that extra detail.