' Wrote:Whats the difference between textures and details?
Look at a sky scraper. It's a cuboid shape.
If you want to make it more detailed, you could have every window protrude out slightly. That's more detail.
This essentially means more faces on the model to texture.
You can have detailed textures but for important things that..stick out etc, the actual model needs to be more detailed.
So if you have an incredibly detailed model, have fun texturing all of that.
discovery is based on an older engine - and while todays computers can process millions of polygons without breaking a sweat - the old engine might not.
in a nutshell - the more complex the architecture - the less stable it "might" run.
about images as displayed in the gallery of the continuum mod....
in order to imagine how it might look in freelancer - you have to remove object shadows, self shadows, replace the sharp edges of i guess ray traced lightning with older vertex shading.
the result is that such models look a lot less detailed, a lot less "sharp" ( since they are displayed like the city in the game "mirrors edge" )
if you displayed discovery ships with dx11 shaders.... they d look fabulous. - but freelancer is based on dx8
Continuum is indeed in need of texturers. However, model and graphics quality are a high priority in this mod, so rest assured both the texture deatils and model rendering problems will not go unadressed.
Also, did anyone even look at the lore? Or were you all dazzled by the pretty pictures? The current stuff is pretty fluid right now, almost all the backstory is in the preparation phase, but the ideas coming out of the lore writing team are pretty cool.
Also, I can confirm that the models do indeed look a lot shaftyer in-game then those renders, but the detail and smoothness of the models blows vanilla FL out of the water (not exactly a huge feat, considering how old vanilla is, but still:))
' Wrote:Well If I'm not mistaken Conti was born among Discovery players
' Wrote:[color=#FF99FF]You are indeed correct. Continuum is led by a former Discovery player.
From a glance on their moddb page, it would appear that they have support from CrossFire developers.
' Wrote:Claudio rite?
' Wrote:[color=#FF99FF]Yes.
' Wrote:The project leader's name is Claudio D'Azeglio. Somehow, I do believe that we had this guy among Disco members.
EDIT: Oops, looks like that was already mentioned in earlier posts.
EDIT NUMERO DOS: Oh my God! I'm already in love with station models! They're so huge, as they're supposed to be :ylove:
And that sums it up.
' Wrote:Continuum is indeed in need of texturers. However, model and graphics quality are a high priority in this mod, so rest assured both the texture deatils and model rendering problems will not go unadressed.
Also, did anyone even look at the lore? Or were you all dazzled by the pretty pictures? The current stuff is pretty fluid right now, almost all the backstory is in the preparation phase, but the ideas coming out of the lore writing team are pretty cool.
Also, I can confirm that the models do indeed look a lot shaftyer in-game then those renders, but the detail and smoothness of the models blows vanilla FL out of the water (not exactly a huge feat, considering how old vanilla is, but still:))
Yes, please, look at our lore Q_Q we've all been working hard, despite school, lives, and Skyrim.