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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Sins of a Solar Empire Ships

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Sins of a Solar Empire Ships
Offline ian
07-11-2008, 11:33 PM,
#21
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you do know i just mean the shapes of the ships dont you?
not the tech or even textures of them
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Offline Praetyre
07-11-2008, 11:47 PM,
#22
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I see.. no issue with stylistic inspiration, it's full on imports I object to. Sorry if I misquoted you.

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Offline kingvaillant
07-12-2008, 12:07 AM,
#23
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TEC ships, could be imported, but ONLY if remodeled.

Advent? they look tooooooo hight tech, no way to import them

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Offline Leo
07-13-2008, 10:51 AM,
#24
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' Wrote:Though, if you want a SOASE mod, that's a different story.

Good point.

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Offline RingoW
07-13-2008, 10:02 PM,
#25
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Whats the polycount of mentioned TEC and SOSE ships? Beside the fact, we have many designers doing a great work, i'm in doubt these models could be imported the direct way, due to their polycount.

AoM
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Offline Jinx
07-13-2008, 10:25 PM,
#26
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the polycount is not the problem with these ships - they have a rather low polycount. - but what you might forget is that the ONLY reason they look so fabulous is due to shader effects. - bumb mapping, normal mapping, real reflections, material settings, RT shadows and not to mention voluminous lights, blur and blending effects.

if those ships were flying with the old freelancer engine - they d look rather boring. - their design is nice.. but not as original as the freelancer ships. - on the other hand, if freelancer had access to the dx10 effects, it would look fabulous, too. - just imagine bump and normal mapping on shiphulls - dynamic damage textures, real time reflections on the round glass canopy of a cavalier, field of depth effec on battleships etc.

hard to compare those games - as so much has improved in the years between both.

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