Double Post
TobiWahn_Kenobi
@Zvezdochets About EA fleet. Koobalt is working on Explorer, Nova and omega it seems. And I'm anxious to see what you come up next with =)
@Timmaigh I don't know if it's 2048 because of the mipmaps, could someone clarify? Also, do we need to include mipmaps? Or shouldn't we just let the graphicscard/driver handle this?
@Fileosoft Your model is a masterpiece! Wonderful work!!! Just one little thing - the fins on the bottom wings should not be tilted outwards that much, more in line with the wings themselves. The top wing should be a bit thinner. (and a last note, on the main body, from back to forth, the second segment should have the same height - at the top - as the first, so that the top curve starts after the second segment) And please try to add the ribs, then it is more than perfect and I will beg
Gorgeous!! I would need it in obj if possible, as to adapt the size to the other models. (I know I'm a control freak [e digicons]:grin:[/e] ) UV Mapped, optimised and textured if possible!
I'm really looking forward to seeing your sharlin! Thanks again.
@Fileosoft/Thoumsin Sorry to hear that. I was really looking forward to seeing your vorlon ships. Though I understand that you value your time and feel that too liitle is coming out of it. But if you could still stay in contact with the people in the forums, that would be wonderful, as your expertise on the subjects of modelling and UV Segmenting/optimizing is invaluable. And thanks for completing the sharlin, as the current model is not up to the task.
[Deleted - Double Post]
Thoumsin / Fileosoft is right =) The retexturing and optimisation made it much more real! And The new jumpgate texture has about 50 times the detail (if not more) of the first texture I made. BTW - Fileosoft, I could not resist but again use my Starfury model I sent you weeks ago. I now got it down to 1270 triangles, which I deem on the edge of being acceptable (well almost off the edge) but my version is more canon and that is very important to me (wing angles, thickness, Eng
Hi!. Thanks for posting the draft. One suggestion for a start - keep the research trees (civil, military, diplomatic, whatever) in different charts to make it easier to understand how much of a space we are using up. I: Ships shoud have research prerequisites other than (only) "black market tech" - thats a bit lame, no offense for example: for the Omega you should need basic beam weapons The poseidon and the omega should
Well, since there are going to be centari shis I better begin making entity files for them soon (wanted to finish ea and minbari first, but if I finish making entities, we can concentrate on everything else). Just a few models before I can start... Probably next week.
To see the pictures and files you need an account though!
@Zvezdochets I don't know what good the interceptor would be for, as it would be (I suppose) older and therefore weaker than the Tiger, which is already incredibly weak. There would also be the problem whoch ship to attach to, as a ship can only have a max of 4 different fighter types, and they are already used up. @ Harpo99999 No, updating the entity.manifest is not necessary for the mod. There seem to be no files added, but I do not know if it still will beh
Thanks for the link, but I rather do this by hand as I better understand the changes made to the engine. But this link should be useful for all the other people who want to use the 0.33 mod with Entrenchment 1.04 So people, as of now, just download the tool and use this to convert the mod for 1.04 until the next release is out (which, btw. will require 1.04)
Ahh, yes. Faces could also mean more than 4 sided polygons, which are not supported at all. Better you use triangulation on the model to see how much they are. And check the normals of you model, just in case [e digicons]:grin:[/e] Other than that, love it!
Sounds interesting, but may be a bit too powerful if even a Hyperion could do this. Maybe the more costly ships. As for the Info on how it's donw, just contact EvilTesla-RG and ask him if this is possible. He's the person in-the-know! Good news for you, just updated to 1.04 myself and now have to get the mod working for it ASAP! Seems to be just a few lines to add and I have to restructure a little. Will release a patch soon. Probably tomorrow or tuesday.
Ok, will check the releasenotes and see what needs to be changed. Release 0.33 is only compatible with 1.03. Next release should be compatible with 1.04, though I have no Idea when I will release it (probably an interimsrelease for 1.04, but I do not promise)
Looks awesome. How many triangles? We should stay within a limit of 10-15k triangles (not polygons - as that could be quads as well). If you can keep to this limit (even better 10-12k) this model is gorgeous!! Thanks alot. @ZEROibis No, the tech is definitely not set in stone. Fit it in as you deem correct!! Thanks!
Nice loading screen!! As to the Vorchan - Well, help is appreciated, but unfinished models will not be of help I think, as for everything to fit together, I feel it is better to start from scratch or have a model where there are just some Details missing. Thanks nevertheless.
Sounds good! Just try to keep the ship release date in the general timeline correct. Thanks for helping us and welcome to the team!
I send it to EvilTesla-RG, and he seems to be working on it now!
@ZEROibis Thanks for working on the research trees. As for the Bombardment - I had this idea myself (well, at least the first part of it) but as a very low priority. Still, if someone else wants to do this, he's more than welcome. And I will probably send it to EvilTesla-RG as well, he is out most gifted ability-maker! @Archangle1980 I was told so, thanks for testing. We need to look into this further to see how we can get the AI to work with our research tree
I don't know, they are very small so I cannot verify that the details are correct. The Explorer for example does not look a bit like that on the show. (but I could mistake one ship for another here) Here are miniature pics of orestes, cronos and apollo http://www.agentsofgaming.com/ofaea.htm Here are picture of many a ship in good resolution (I would prefer that versions - Delphi and Apollo from Mongoose - as they look more EA like than th
Received an ability from EvilTesla-RG which I requested and he made in record time! I still need to test it, but this ability should allow a ship (we still have to specify) to tow a starbase around in the gravwell. This ship should be slow as hell, and the starbase is not operational while being towed, but this would end the idiocracy of destroying a starbase on one side of the planet to rebuild it on the other side.
@ZEROibis Thats exactly what I was thinking about (Nightwatch, when Diplomacy is out, could even hurt the benefits of Diplomacy) I want to have a kind of storyarc/timeline so that you feel the universe. And for pre-checks, a max of 3 (or was it 2?) IIRC is possible. (That rather limits it) As for Technologies, I did a brainstomring a while ago. IF anything of this is not correct terminology, feel free to correct me =) EA Researc