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  Discovery Gaming Community The Community Freelancer Forum
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This one Gonna Be EPIC !

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This one Gonna Be EPIC !
Offline Chev
12-08-2011, 10:47 AM,
#21
Member
Posts: 1,082
Threads: 139
Joined: May 2010

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:

[Image: 2zrfioi.png]
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Offline Linkus
12-08-2011, 11:29 AM,
#22
Member
Posts: 4,027
Threads: 155
Joined: Mar 2008

' 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.





Facilitating the rise of robotics since 0 A.D.
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Offline Narcotic
12-08-2011, 01:56 PM,
#23
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Posts: 3,407
Threads: 151
Joined: Oct 2010

I wonder if it's even possible to insert those detailed station models into Freelancer.

If yes, I would love to see some more "different" stations in Discovery, in future.

In my opinion, you should leave out any new systems and connections between them. And add more station and ship models into this mod instead!

[Image: Narcotic.gif]

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Offline Jinx
12-08-2011, 02:00 PM,
#24
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Posts: 7,685
Threads: 313
Joined: Sep 2007

it is possible - ... up to a limit...

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

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
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Offline Azan27
12-11-2011, 03:34 AM,
#25
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Posts: 683
Threads: 33
Joined: Apr 2011

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:))

Let it burn.
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Offline Jeremy Hunter
12-11-2011, 04:19 AM,
#26
Member
Posts: 6,094
Threads: 200
Joined: Jul 2009

' 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.

[Image: jeremy10.png]
May you ever walk in the Light, Shizune.
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Offline Vasuv
12-11-2011, 02:11 PM,
#27
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Posts: 360
Threads: 52
Joined: May 2010

Awesome
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Offline Valinor
12-11-2011, 03:28 PM,
#28
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Posts: 656
Threads: 13
Joined: Jan 2010

All nice but

Between what's said and what's done, lies half the sea

There have been a lot of projects on freelancer, only few reached the release state. Hope this will too.

Official member of the Hessian Conspiracy.
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Offline Corsair
02-09-2012, 03:39 AM,
#29
Member
Posts: 2,320
Threads: 263
Joined: Sep 2008

Interesting.. But a game is much more than visuals.

[Image: 16106_s.gif]
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