Freelancer ship development - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Freelancer ship development (/showthread.php?tid=2521) |
Freelancer ship development - Yngen - 05-01-2007 ' Wrote:Update to Junker cap ship. Battleship size, though could be shrunk to cruiser without difficulty. Nadir I'm speechless, That...is what a junker ship should look like. Well done, keep it up. Freelancer ship development - Qunitinius~Verginix - 05-02-2007 I almost Cried. That ship is beautiful. Congradulations ona superly awesome job. Now you just need to get it into the mod somehow. Verginix Out Freelancer ship development - Nadir - 05-02-2007 :)hehe. Thankyou. I will head over to Lancers Reactor to look at the tutorials at some point. Defining the hitbox has me worried at the moment. That and keeping the polygon count down. I've added some details and it's up to 8000 polys. Will have to check how many other cap ships have as a reference... I guess the last thing to do would be work out how many turrets to put on it and where. I had the idea that a Junker ship would have a primarily defensive role protecting 'junk' and therefore have good rear firepower. Some pix with temp (badly placed) textures: Freelancer ship development - Nadir - 05-02-2007 Oh and Vaporlinx, Legionation, (or Doom if you're still into this) I don't mean to hijack your thread, keep us updated with progress on your models. Personally I like... ...oh dear I can't think of a model (play on the word 'model' referring to a female who exposes his/her preternaturally good looking body for the gratification of manufacturers of swimming attire which probably shows I've been in a steady relationship for a very long time...) ... (not permitted a sad face... or a smiley face either... *sigh*) Freelancer ship development - Qunitinius~Verginix - 05-02-2007 I really cry for joy this time. AS good and If not better then I could have hoped. FCUKING GREAT JOB! All you need are hardpoints and all that kinda stuff..... Verginix Out Freelancer ship development - Panzer - 05-02-2007 (Drool at the perspective of seeing one in the Yanagi field) Freelancer ship development - OsoRojo - 05-02-2007 Ok...hmmm...think dang it, think. How can I roleplay this into SA roster, hmmmmm. Well it is part Liberty ship, ahhh, thats the story. Naaa, no one would buy it. hmmmmmm....we are short on cash?...nope....I got it!...nope...this suxsss:)Oh, well. Very nice ship, my compliments. Freelancer ship development - Qunitinius~Verginix - 05-02-2007 Lol nice Oso...... It looks good. I know that It will get used as soon as its put in the mod. Keep Up the good Work. Verginix Out Freelancer ship development - Vaporlinx - 05-02-2007 Just an fyi for the poly counts, i try to keep mine at less than 1000 for light/medium fighters, 2000 for hf/vhf/transports 3000 for gunboats/destroyers 4000 for super transports/cruisers and 5000 for battleships/dreadnoughts the bret battleships is about 5000 polys, and the highest model ive seen is at 10k polys, its one of the stations. As per ser files, ill fool around with em and see what i can figure out, cause ive not done em either. o just one thing i noticed about your model is the textures, you used alot of window textures in odd places, idk if it will but freelancer might recognise them as such and make them fully lit. Freelancer ship development - legeonation - 05-03-2007 Good point on the polycounts just remember that all poly counts are done in triangles which means that each quad sided polygon = 2 triangles. |